Tekken 5
ANNA WILLIAMS FAQ (v6.0, 14th Oct, 2005)
Copyright 2005 Tariq mukhttar
email:
[email protected]
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Version 6.0 14th Oct 2005 (Set-Up Game, Frame Data)
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Version 5.6 25th May 2005 (Errors)
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Version 5.5 24th May 2005 (Special Games, Forced Choice Tactics,
Crush Game, Wall Game, Formatting)
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Version 5.0 23th May 2005 (Key, Move List, Just Frame Input,
Errors)
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Version 4.6 28th March 2005 (Crouch Cancel, Errors fixed,Special
Properties)
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Version 4.5 14th March 2005 (Counter Hits, Strings, Crouch Cancel,
Mix-up, Special Properties, Moves,
Wall Game)
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Version 4.0 15th March 2005 (Formatting, Intros, Anna, Move list,
Double Slap, Juggles, Okizeme, Counter
Hits, Key, 17 Hit Combo)
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Version 3.5 14th March 2005 (Counter Hits, Juggles OTG, Okizeme)
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Version 3.0 13th March 2005 (Anna, Okizeme, Special Properties)
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Version 2.2 12th March 2005 (Multi-Throws, Credits, Fixed Errors)
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Version 2.1 11th March 2005 (Anna, Guard Breaker, comboable
characters, Strings)
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Version 2.0 10th March 2005 (Fromatting, Win Poses, Double Slap,
Special Properties, Combos, King
Throws, Bruce Throws)
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Version 1.0 5th March 2005
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TABLE OF CONTENTS:
------------------
01) Anna Williams
01.1) Win Poses
02) Key
03) Move List
03.1) Standing
03.2) While Crouching
03.3) While Rising from Crouch
03.4) While Crouch Dash
03.5) During Side-Step
03.6) 10 Hit Combos
03.7) 17 Hit Combo
03.8) Reversal
03.9) Throws
03.10) Chin Bash Combo
04) Frame Data
05) State Resets
06) Crouch Cancel
07) Special Properties
08) Just Frame Input
09) Double Slap (b+2, 2)
10) Juggles
10.1) launchers
10.2) Off the Ground Juggles
11) Counter Hits
12) Okizeme
12.1) Wake-Up Options
12.1.1) Face-Up, Feet-Towards
12.1.2) Face-Down, Feet-Away
12.1.3) Face-Up, Feet-Away
12.1.4) Face-Down, Feet-Towards
12.2) Face-Up, Feet-Towards
12.2.1) Roll-Out
12.2.2) Roll-In
12.2.3) Roll-Back
12.2.4) Spring-Forward
12.3) Special Falls
12.3.1) Face Up, Feet Away
12.3.2) Face down, Feet Away
12.3.3) Face-Down, Feet-Towards
12.4) Okizeme-Loops for Special Falls
12.5) Okizeme Throw Follow-ups
13) Strings
13.1) Getting Close
13.2) String building blocks
13.3) Juggle Interrupt
13.5) Escaping
14) Special Games
14.1) Mix-up Game
14.2) Wall Game
14.3) Crush Game
14.4) Forced Choice Tactics Game
15) Multi-Throw Escape
15.1) King
15.2) Nina Williams
15.3) Anna Williams
15.4) Bruce Erving
16) Credits
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01) Anna Williams:
------------------
So you've decided to pick one of the worst in Tekken 5? It goes without
saying that Tekken doesn't even compare to Virtua Fighter. Meaning, you
can't just pick any character in Tekken and expect to have a good time.
Far from it, Tiering in Tekken is crystal clear. Characters have HUGE
advantages over others for no apparant logic.
So if you're one of those nerdy gamers who wants to compensate for a
real life problem, shut this window and go pick Heihachi or Paul. But if
you're someone whose pick of character has nothing to do with win
ratio... read on!
- Anna Williams is arguebly the most vicious character in the game. From
The start of the round till it's over she has to be continuesly on the
offense.
- Anna is a close range fighter who depends on mix-ups, and side-steps to
confuse opponents.
- Anna's long range arsenal is limited, slow, and punishable.
- Anna's a juggle machine. She can start juggles where you wouldn't
expect them. And she can put you in a position to force on you a juggle.
- Anna can juggle after certain throws and sweeps to devestating affect.
- Anna has to utilize every single juggle opportunity she gets if she
hopes to compete.
- Anna's reversals and parries are extremely strict.
- Anna's crouch options are so strong, you'd think it is a special stance.
- Anna has to learn the major attacks and lags of her opponents in order
to retaliate correctly, since all her long range attacks suffer initial
lag.
01.1) Win Poses:
----------------
1 = Shakes her breasts, "Oh, Yes!"
2 = Shakes her ass, "I don't have time to play with you"
3 = Blows kiss, "Mmm, My pleasure"
4 = Caresses her body, poses "What an utter disappointment"
? = Sits on Oppenent and laughs
? = Walks towards opponent and leans "Such a lovely face"
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02) Key:
--------
Input:
1 = Left Punch Button
2 = Right Punch Button
3 = Left Kick Button
4 = Right Kick Button
u,d,f,b = Tap Up, Down, Forward, Back
U,D,F,B = Hold Up, Down, Forward, Back
Hit Level:
H = Hits High
M = Hits Mid
L = Hits Low
Properties:
D = Input can be Delayed
! = State Reset, Returns to Neutral position
J = Juggle
Status:
This is derived from when your attack is blocked.
FD = Frame Disadvantage
FN = Frame Neutral
FA = Frame Advantage
FRC = Forced Crouch
GC = Guard Crush
NGC = Guard Crush when Near
P = Push's Opponent away
Misc:
qcf = Quarter Circle from Down to Forward
FC = From Crouch Position
RC = Rising from Crouch position
BT = Back Towards opponent
SS = Side-Step
SSI = Side-Step Into Background
SSO = Side-Step Out to Fore ground
/ = Or
: = Just Frame Input
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03) Move List:
--------------
Syntax:
Move Name Button/Hit Level/Property(Frame, Guard, Push Status)
-> Optional Move Branch
03.1) Standing:
---------------
Left Right Combo 1H, 2H (FD)
Left Right to Left Low Kick 1H, 2H, 3L (FD)
Jab Combo Roundhouse 1H, 2H, 4H (FD, GC)
Jab Low Kick 1H, 4L (FD)
Left Right Left Combo 1H, 2H, 1h (FN)
Left Right Left to Frost Needle 1H, 2H, 1H, 4H (FD, GC)
Jab Combo Low Kick 1H, 2H, 1H, d+4L (FD)
Right Left Combo 2H, 1H (FN)
Biting Snake (Short) 2H, 1H, 4L (FD)
Jab Roundhouse 2H, 4H (FD, GC)
Jab Left Kick 2H, 3H (FD)
Jab Sweep 2H, d+3L (FD)
Head Ringer 3H, 4H (FD, GC)
Spike Combo to Right Uppercut 3H, 3L, 2M (FD)
Spike Combo to Right High Kick 3H, 3L, 4H (FD)
Right High Low Spin Kick 4H, 3L (FD)
Right Left Combo f+2H, 1H (FN)
Right Left Combo to Frost Needle f+2H, 1H, 4HJ (FD, GC)
Biting Snake (Short) f+2H, 1H, d+4L (FD)
Head Ringer f+3H, 4H (FD, GC)
Imploding Star f+4M (FD, NGC)
Blonde Bomb f+1+2M (FD, P)
Uppercut Jab df+1MD, 2HD (FN)
-> Radiant Arch -> 3H (FN)
-> Cutting Crescent -> 4H (FD)
Step-in Uppercut df+2MJ (FD,GC)
Leg Slicer Combo df+3M, 1H, 2H (FD)
Twisting Rush df+3M, 1H, 4H, 2HD! (FA)
-> Side Step -> u/d (FA)
-> High Kick -> 3H (FN)
-> Sudden Storm -> uf+3M (FD)
-> Sweep -> 4LJ (FD)
-> Blonde Bomb -> 1+2M (FD, P)
Creeping Snake df+3M, 2H!
-> Side Step -> u/d (FA)
-> Creeping Snake -> 1H, 4L (FD)
-> Creeping Snake to Roundhouse -> 4H (FD, GC)
-> Creeping Snake to Left Kick -> 3H (FD)
-> Creeping Snake to Left Low Kick -> d+3L (FD)
Approaching Storm df+3M, 3HD, 3HD, 1HD (FD)
Flash Kicks df+3M, 3HD, 3HD, 4HD (FD, GC)
Mid Head Ringer df+3M, 4HD (FD, GC)
Wine Opener df+4L (FD)
Guard Breaker df+1+2M (FN, GC)
Low Jab Rising Kick d+1M, 4M (FN)
Ice Sickle d+2M (FN, FRC)
Left Spin Low Kick to Right Uppercut d/D+3L, 2M (FD)
Left Spin Low Kick to High Right Kick d/D+3L, 4H (FN)
Low Kick Spin Punch d/D+4L, 1HD (FN)
-> to Side Step -> u/d (FD)
-> Bloody Scissors -> d: 1+2 (FA)
Bloody Scissors d+1+2M (FA)
Heel Grind d+3+4L (FD)
Scarlet Rain db+1M (FD)
-> River -> 1L (FD)
-> Spout -> 4M (FD)
Low Jab Rising Kick db+2M, 4M (FN)
MudSlide db+3LS (FD)
Severe Quake db+4L, 3L (FD)
Hunting Swan db+1+2M (FA)
-> Cancel -> uu
Cross Cut Saw b+1M, 2H, 2M (FD, GC)
Double Slap b+2H, 2H (FD)
Chaos Judgment b+3
-> Infernal Storm -> 1H (FD)
-> Picking Heel -> 3M (FD)
-> Infernal Avalanche -> 4L (FD)
-> Forward Roll -> f (FD)
-> Rolling Stone f+3M (FD, P)
Fatal Attack Combo uf+1H, 3MD (FD, P)
-> Hail Storm -> 3+4MM (FN)
Sudden Storm uf+3M (FD, GC)
can Opener uf+4H, 3L, 4H (FD)
-> to Side-Step -> u/d
Quick Somersault Kick BU/U/UF+4 (FD)
Executioner fF+2H (FA, GC)
Treading Water fF+3M, 4M, 3M (FD)
Treading Water to Chaos Judgement fF+3M, 4M, b+3M (FA)
Treading Water to Hunting Swan fF+3M, 4M, b+3M: 1+2 (FA)
Falling Heel fF+4M (FN)
-> Chaos Judgement -> b (FD)
Assassin's Dagger dDF+1H (FN)
Piston Kick qcf+4MM (FD, P)
Bone Cutter fff+3H (FD, BF)
Backflip ub
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03.2) While Crouching:
----------------------
Low Sumersault bu/u/uf+4M (FN)
High Somersault Kick BU/U/UF+4M (FD)
Cat Thrust f+1M (FD, P)
Right Hand Stab f+2M (FD, FRC)
Right Handed Sweep df+2LSJ (FD)
Low Kick Spin Punch d/D+4L, 1H (FN)
-> to Side Step -> u/d (FD)
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03.3) While Rising from Crouch(RC):
-----------------------------------
Uppercut Jab 1M, 2H (FN)
-> Radiant Arch -> 3H (FN)
-> Cutting Crescent -> 4H (FD)
Rising Palm 2MJ (FD)
Back Kick 3H (FD, GC)
Rising Kick 4M (FD)
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03.4) While Crouch Dash:
------------------------
- Doing quick QCF will make Anna take a quick crouching dash. Anytime
during this dash you can initiate these moves.
QCF -> Assassin's Dagger 1H (FN)
-> Rising Palm 2MJ (FD)
-> Piston Kick 4MM (FD, GC)
-> Chin Bash 1+2H
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03.5) During Side-Step:
-----------------------
- These moves can be initiated any time during Side-Step.
Chaos Tail 2L (FD)
Slice Shot 3H (FN)
Bloody Chaos 1+2MM (FN)
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03.6) 10 Hit Combos:
-------------------
#1 1H, 2H, 1H, 2H ,3H, 3L ,2H, 1H, 2H, 4H (FD)
#2 1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 2M (FD, GC)
#3 1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 3LS (FD)
#4 1H ,2H, 1H, 2H, 4M, b
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03.7) 17 Hit Combo:
-------------------
1, 2, 1, 2, 4, 1, 2 ,2 , 3+4, 3, d+4, 1, df+1, ff+3 ,4 ,3 Damage: 138
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03.8) Throws:
-------------
Cruel Punishment 1+3 Damage: 35
Losing Face 2+4 Damage: 35
Torso Splitter (from Left) 1+3/2+4 Damage: 40
Serpentine Arm Break (from Right) 1+3/2+4 Damage: 38
Overhead Tackle (from Back) 1+3/2+4 Damage: 60
Overhead Toss uf+1+2 Damage: 40
Elbow Smash df, DF+1 Damage: 43
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03.9) Reversal:
---------------
- Cannot catch elbows, knees, shoulders, and low hits.
Attack Reversal b+1+3/b+2+4
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03.10) Chin Bash Combo:
----------------------
Chin Bash qcf+1+2 Damage: 15
-> Arm Snap -> 3, 4, 3, 1+2 Damage: 45
-> Reverse Arm Lock -> 1, 3, 2, 1 Damage: 35
-> Falcon Wing Squeeze -> 3, 1, 4, 1+2, 1+2 Damage: 60
-> Falling Arm Break -> 2, 1, 3, 4, 1+2 Damage: 60
-> Double Reverse Arm Lock -> 2, 3, 1+2, 3+4, 1+2 Damage: 65
-> Arm Lock -> 1+3, 4, 1+2 Damage: 45
-> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2 Damage: 77
-> Arm Break Takedown -> 1+2, 4, 3, 1+2, 1+2, 1+2 Damage: 80
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04) Frame Data:
---------------
- Frame is a time unit equal to 1/60th of a second
- "Frame" is how many frames it takes for your hit to connect
- "Block" is how much advantage/disadvantage you have if your hit is
blocked
- If your attack "Block" is equal to "-8", your opponent gets for free
any attack equal or less than 8
Command Frame Block
--------------------------
1 8 +1
1,2 8 -5
1,2,3 8 -15
1,2,4 8 -10
1,2,1 8 -2
1,2,1,4 8 -7
2 10 +1
2,3 10 -15
2,d+3 10 -15
2,4 10 -10
3 14 -16
3,3,2 14 -13
3,3,4 14 -17
3,4 14 N/A
4 10 -5
f+1+2 20 -18
f+2,1 12 -2
f+2,1,4 12 -7
f+4 20 -15
b+1 19 -11
b+1,2 19 -13
b+1,2,2 19 -11
b+2 16 -11
b+2,2 16 -13
df+1 13 +1
df+1,2 13 +1
df+1,2,3 13 -13
df+1,2,4 13 -5
df+1+2 15 N/A
df+2 16 -7
df+3 14 -15
df+3,1 14 -3
df+3,1,2 14 -11
df+3,2 14 +1
df+3,2,1 14 -2
df+3,2,4 14 N/A
df+3,2,3 14 -11
df+3,2,d+3 14 -15
df+3,3 14 -15
df+3,3,3 14 -14
df+3,3,1 14 -21
df+3,3,4 14 -19
df+3,4 14 -19
df+4 14 -14
d+1 10 -5
d+1,N+4 10 N/A
d+2 17 -1
d+3 16 N/A
d+3,2 16 -21
d+3,4 16 -19
d+3+4 16 -18
d+4 12 -14
d+4,1 12 -5
db+1 16 -14
db+1,4 16 -19
db+3 21 N/A
db+4 26 -18
db+4,3 26 N/A
ff+1+2 N/A -25
ff+2 21 +5
ff+3 18 -17
ff+4 37 -7
ff+3,4 N/A -21
ff+3,4,3 N/A -14
u+3 13 N/A
uf+1 13 -3
uf+1,3 13 -8
uf+1,3,3+4 13 -4
uf+3 25 -7
uf+4 18 -19
UF+4 18 -1
uf+4,3,4 N/A -4
QCF+1 18 +1
QCF+2 18 -7
QCF+4 22 N/A
FC,1,N+4 10 N/A
FC,2,4 12 N/A
FC,3,2 16 -21
FC,3,4 16 -19
FC,4,1 12 -5
FC,UF+4 17 N/A
FC,1 10 -5
FC,2 N/A -4
FC,3 16 N/A
FC,f+1 23 N/A
FC,f+2 18 -11
FC,df+2 18 -19
WS+1,2 13 +1
WS+1,2,3 13 -13
WS+1,2,4 13 -5
WS+1 13 -1
WS+2 18 -7
WS+3 17 -19
WS+4 11 -6
SS+1+2 N/A -2
SS+2 N/A N/A
SS+3 N/A N/A
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05) State Resets:
-----------------
- This is a move in a combo that not only can be cencelled into a
Side-Step, but on NOT completing the combo will leave Anna with a
Frame Advantage in her neutral standing postion. Meaning you can
pressure your opponent by continuesly interrupting your combo and
starting a new one.
Creeping Snake df+3M, 2H!
Twisting Rush df+3M, 1H, 4H, 2H!
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06) Crouch Cancel:
------------------
- These moves lag can be cancelled by pressing down into a crouch state.
Scarlet Rain db+1
Quick Somersault Kick BU/U/UF+4
High Somersault Kick FC -> BU/U/UF+4
Right Handed Sweep df+2
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07) Special Properties:
-----------------------
- Additional properties of moves that are unmentioned.
Chaos Judgment b+3
-> Auto-counters all low attacks
-> Auto-reverses all throws
-> Unusual active frame input???
Right Hand Stab FC -> f+2
-> Auto parries High, Mid
-> Cannot parry elbows
Cross Cut Saw b+1, 2, 2
-> b+1 side-steps
Double Slap b+2, 2
-> Second 2 turns opponents back towards you
Guard Breaker df+1+2
-> Crushs opponent guard into a FN
Ice Sickle d+2
-> In juggles, knocks down opponent, losses ability to Roll-In
wake-up
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08) Just Frame Input:
---------------------
- Anna has 2 "Just Frame" Inputs.
- "Just Frame" Inputs require precise time input for the move to work.
- Anna's first is "Low Kick Spin Punch to Bloody Scissors".
- Anna's second is "Treading Water to Hunting Swan". Input for 1+2 is
the instant 3rd kick makes contact.
- After it hits, you can continue with a juggle.
Low Kick Spin Punch -> Bloody Scissors d/D+4L, 1HD -> d: 1+2 (FA)
Treading Water to Hunting Swan fF+3M, 4M, b+3M: 1+2 (FA)
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09) Double Slap (b+2, 2):
-------------------------
- Connecting Second 2 turns opponents back towards you allowing an
opportunity for a free combo.
- This move can be employed during side-step.
b+2, 2 -> df+2 -> f+2 -> df+1 -> db+1, 4 Hit#: 5 Damage: 47
b+2, 2 -> df+1, 2, 3 -> df+1, 2, 4 Hit#: 6 Damage: 65
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10) Juggles:
------------
- Some juggles have more than one follow-up. They are listed easiest first.
Some are added becuase they just look good.
- Not all characters can be juggled the same way. Some are harder than
others. While some require altering the juggle.
- Some juggles work better when you're on one side of the screen.
- slight axis shifts resulting from side-step or hits effects combos.
- All juggle done on Kazuya with Anna occupying the left side of the screen.
- Sometimes replacing a "1" with a "f+1" will make the the combo work on
other characters
10.1) launchers:
----------------
db+1 -> 4 -> 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 52
-> f+2 -> ff+3, 4, 3 Hit#: 6 Damage: 47
b+3 -> 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 6 Damage: 51
-> f+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 57
RC+2 -> f+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 65
-> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 70
df+2 -> f+2, 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 62
-> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 64
d+3, 2 -> df+1 -> b+1, 2, 2 Hit#: 6 Damage: 51
-> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 59
-> df+1 -> ff+3, 4, 3 Hit#: 8 Damage: 64
df+1, 2, 3 -> df+1 ,2 -> uf+1, 3, 3+4 Hit#: 7 Damage: 54
-> f+2 -> df+1 ,2 -> ff+3, 4, 3 Hit#: 7 Damage: 61
uf+4 -> df+1, 2 -> uf+1, 3, 3+4 Hit#: 7 Damage: 58
-> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 70
ff+3 -> 2 -> df+1 -> uf+1, 3, 3+4 Hit#: 7 Damage: 55
-> 2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 62
SSI+1+2 -> 1, 2, 1, 2, 4 Hit#: 7 Damage: 44
-> 1 -> uf+1, 3, 3+4 Hit#: 7 Damage: 47
-> 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 53
1, 2, 1, 4 -> 2, 1 -> uf+1, 3, 3+4 Hit#: 10Damage: 74
-> 1, 2, 1, 2 -> ff+3, 4, 3 Hit#: 10Damage: 75
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10.2) Off the Ground Juggles:
-----------------------------
- These are juggles initiated after knocking your opponent to the ground.
- Hit count and Damage starts from knockdown.
db+3 -> d+4, 1 -> f+1 -> f+4 Hit#: 5 Damage: 44
-> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 59
-> d+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 59
db+4, 3 -> 4 -> df+1, 2 , 3 Hit#: 6 Damage: 62
-> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 77
FC -> df+2 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 64
FC -> f+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 65
SS+1+2 -> d+3, 4 Hit#: 4 Damage: 38
df+3-> 1,4 -> 2,4 -> d+4,1-> df+1 -> ff+3,4,3 Hit#: 7 Damage: 59
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11) Counter Hits:
-----------------
***Incomplete***
- Certain moves effect opponents in a different way as a Counter-Hit.
- Listed are the attacks that on a Counter-Hit allow for further combos.
Move -> Effect
4 -> Juggle
qcf+1 -> Juggle High
d+3+4 -> Stun
ff+4 -> Juggle
SS+2 -> Juggle
SS+1+2 -> Juggle High
SS+3 -> Stun Fall
FC -> f+2 -> Stun Fall
b+3 -> 4 -> Face-Up, Feet-Away
db+1 -> Face-Down, Feet-Towards
df+1+2 -> Push, Sparks?
d+3, 2 -> 2nd hit combos
d+4, 1 -> 2nd hit combos
df+3, 1 -> 2nd hit combos
1, 4 -> 2nd hit combos
2, 3 -> 2nd hit combos
2, 1 -> 2nd hit combos
f+2, 1 -> 2nd hit combos
2, d+3 -> 2nd hit combos
db+4, 3 -> 2nd hit combos
Example follow-up:
d+3+4 -> ff -> uf+4 -> df+1, 2 -> uf+1, 2, 3+4 Hit#: 7 Damage: 58
qcf+1 -> uf+3 -> 1 ->
SS+1+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 58
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12) Okizeme:
------------
***Incomplete***
- Okizeme (wake-up game) is a guessing game you play when you knock your
opponent off his feet in order to keep down.
- Your objective is to guess how your opponent will get back on his feet.
- Guessing right will either initiate a juggle or send your opponent back
to the ground for another okizeme.
- A correct Okizeme play can mean that once your opponent falls to the
ground you've one the match.
- Your opponent has several options to get up (stand-up, roll-in,
roll-out, roll-back, attack, wait). Knowing which move fits which
option is essential.
- Due to the nature of Anna's moves, guessing wrong could give your
opponent a free combo.
- Recognising how your opponent falls to the ground is the key for an
effective Okizeme.
- some types of falls restrict the wake-up options your opponents have.
Essentially narrowing your guess to an almost garuanteed outcome.
- Your opponent will generally fall to the postion of (face-up, feet-
towards) you. In that position the opponent has most options.
- Other types of falls are (Face-down, Feet-away), (Face-up, Feet-
away) and (Face-Down, Feet-Towards). In these cases your opponent is
put at a severe disadvantage as you're almost garuanteed a juggle.
- Learn moves or counter hits that put your opponent into these states.
12.1) Wake-Up Options:
----------------------
- Listed are the types of falls and the corresponding options/actions
your oppoenent can take.
12.1.1) Face-Up, Feet-Towards:
-----------------------------
- This is the general fall state, with the most options.
- Offensive kicks are very interruptable.
Face-Up,Feet-Towards###> Tech ###> (U) Stands-up
# #
# ##> (1/2) Roll-In
# #
# ##> (3/4) Roll-Out
# #
# ##> (B) Roll-Back
#
##> Evasive ###> (1) Roll-In ###> (F) Roll-Forward
# # #
# # ##> (B) Roll-Back
# #
# ##> (D+1) Roll-Out ###> (F)Roll-Forward
# # #
# # ##> (B) Roll-Back
# #
# ##> (F) Roll-Forward
# #
# ##> (B) Roll-Back
#
##> Offense ###> (F) Spring-Forward
#
##> Kicks ###> (3) Low Kick Sweep
# #
# ##> (4) Mid Kick Knock-down
# #
# ##> D+(3/4) Low Kick Poke
#
##> Hit Ground ###> (B+1+2) Fist Lunge
#
##> (B+3+4) Kick Lunge
12.1.2) Face-Down, Feet-Away:
-----------------------------
- There is a delay present between when opponent falls to first option.
Face-Down, Feet-Away ###> Evasive ###> (U) Stands-up
# #
# ##> (B) Roll-Back
# #
# ##> (1) Roll-Out ###> (F) Roll-Forward
# #
# ##> (B) Roll-Back
#
##> Offense ###> (3) Low Kick Poke
#
##> (4) Mid Kick Knock-down
12.1.3) Face-Up, Feet-Away:
--------------------------
- This is the worst possible scenario for your opponent.
- There is a delay present between when opponent falls to first option.
- Getting hit in the 6 out of 7 options will render your opponent
standing with there back turned to you.
Face-Up,Feet-Away ###> Evasive ###> (F) Roll-In BT
# #
# ##> (B) Roll-Back BT
# #
# ##> (1) Roll-Out ###> (F) Roll-In BT
# #
# ##> (B) Roll-Back BT
#
##> Offense ###> (3) Low Kick Sweep
#
##> (4) Mid Kick Knock-down
12.1.4) Face-Down, Feet-Towards:
--------------------------------
- This is the worst possible scenario for your opponent.
- There is a delay present between when opponent falls to first option.
- Getting hit in the 6 out of 7 options will render your opponent
standing with there back turned to you.
Face-Up,Feet-Towards ###> Evasive ###> (F) Roll-In BT
# #
# ##> (B) Roll-Back BT
# #
# ##> (1) Roll-Out ###> (F) Roll-In BT
# #
# ##> (B) Roll-Back BT
#
##> Offense ###> (3) Low Kick Sweep
#
##> (4) Mid Kick Knock-down
_________________________________________________________________________
12.2) Face-Up, Feet-Towards:
----------------------------
- Listed are the options your opponent might pick, and the your
appropriate actions.
12.2.1) Roll-Out:
-----------------
Before they hit the ground:
1, 4 -> FN
db+4, 3 -> Sweep (Face-Down, Feet-Away)
As they hit the ground:
qcf+4 -> Knock-down
SS-In+2 -> FA
SS-Out+2 -> FA
SS-In+1+2 -> FA
SS-Out+1+2 -> FA
ff+3 -> Juggle
After they start rolling:
d+2 -> FA
ff+3 -> Juggle
df+4 -> FA
d+3+4 -> FN
d+4, 1 -> FA
d+3, 2 -> Juggle
b+1, 2, 2 -> Knock-down
12.2.2) Roll-In:
----------------
Before they hit the ground:
1, 4 -> FN
ff+4 -> FA
b+3, 4 -> Sweep (Face-Down, Feet-Away)
db+4, 3 -> Sweep (Face-Down, Feet-Away)
As they hit the ground:
qcf+4 -> Knock-down
SS-In+2 -> FA
SS-In+1+2 -> FA
SS-Out+1+2 -> FA
After they start rolling:
d+3+4 -> FN
d+2 -> FA
d+3, 2 -> Juggle
b+3, 4 -> Sweep (Face-Down, Feet-Away)
db+4, 3 -> Sweep (Face-Down, Feet-Away)
db+1 -> FA
db+2, 4 -> FA
d+4, 1 -> FA
12.2.3) Roll-Back:
------------------
Before they hit the ground:
qcf+4 -> Knock-down
d+2 -> Knock-down
ff+4 -> Knock-down
As they hit the ground:
RC -> 2 -> Juggle
d+4, 1 -> Juggle
d+3, 2 -> Juggle
db+4, 3 -> Juggle
db+3 -> Knock-down
df+4 -> Knock-down
ff+3 -> Juggle
FC -> f+1 -> Knock-down
FC -> f+2 -> Knock-down
12.2.4) Spring-Forward:
-----------------------
qcf+4 -> Knock-down
fF+1+2 -> Knock-down
f+4 -> Knock-down
d+2 -> Knock-down
RC -> 2 -> Juggle
b+1, 2, 2 -> Knock-down
FC -> f+2 -> (Face down, Feet Away)
_________________________________________________________________________
12.3) Special Falls:
--------------------
- Listed are the attacks that send your opponent into special falls.
12.3.1) Face Up, Feet Away:
---------------------------
Executioner fF+2
F+Blonde Bomb fF+1+2
MudSlide db+3
Right Handed Sweep FC -> f+2
Twisting Rush -> Sweep df+3, 1, 4, 2 -> 4
10 Hit combo#3 1,2,1,2,4,1,2,2,3+4,3
Overhead Tackle (from Back) 1+3/2+4
Chin Bash qcf+1+2
-> Reverse Arm Lock -> 1, 3, 2, 1
-> Double Reverse Arm Lock -> 2, 3, 1+2, 3+4, 1+2
12.3.2) Face down, Feet Away:
-----------------------------
Right Hand Stab FC -> f+2
Chaos Judgment -> Infernal Avalanche b+3 -> 4
Chin Bash qcf+1+2
-> Arm Lock -> 1+3, 4, 1+2
-> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2
12.3.3) Face-Down, Feet-Towards:
--------------------------------
Scarlet Rain (Counter Hit) db+1
Example follow-up:
Special Fall -> RC -> df+1, 2 -> df+1 -> ff+3, 4, 3 Hit#: 6 Damage: 43
_________________________________________________________________________
12.4) Okizeme-Loops for Special Falls:
--------------------------------------
- Timed right, repeated use of these moves will send your opponent back
to the floor in a Special Fall State.
Roll-Back:
db+3 -> db+3 -> FC -> f+2 -> fF+1+2
Repeat: d+3,2 (Face Up, Feet Away)
Repeat: fF+1+2 (Face Up, Feet Away/Face-Down, Feet-Towards)
_________________________________________________________________________
12.5) Okizeme Throw Follow-ups:
------------------------------
- After these throws, if the opponent does anything but wait, he'll
get juggled with d+4, 1.
- Depending on timing, d+4 won't juggle, but put your opponent in a back
towards you position.
Elbow Smash df, DF+1
Torso Splitter (from Left) 1+3/2+4
Serpentine Arm Break (from Right) 1+3/2+4
Chin Bash qcf+1+2
-> Reverse Arm Lock -> 1, 3, 2, 1
-> Falcon Wing Squeeze -> 3, 1, 4, 1+2, 1+2
-> Falling Arm Break -> 2, 1, 3, 4, 1+2
-> Arm Lock -> 1+3, 4, 1+2
-> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2
-> Arm Break Takedown -> 1+2, 4, 3, 1+2, 1+2, 1+2
Example:
df, df+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 6 Damage: 39
_________________________________________________________________________
#########################################################################
_________________________________________________________________________
13) Strings:
------------
- Strings are a sequence of combos and moves that are linked together
thru Frame Advantage, and Frame Neutral states. Purpose is to
continuesly pressure your opponent.
- Your objective is to force your opponent into either a crouch or
standing position.
- Always start/continue a string with either a Low, or Mid attack.
- When ending a combo with a crouch position, link into "Rising from
Crouch" Moves.
- Minimize as much as possible "High" hitting moves.
- Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep.
- d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single
move that looks like a fake.
- Know which moves end with Anna in a crouch state to initiate faster FC
or RC moves.
- If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or
have a Reversal timed and hope it's a high or mid, non-elbow retaliation.
- If you're in trouble in a crouching state, you can always High
Somersault Kick out of there. Problem is with the initial lag you can
be hit out of it with a normal punch... but it still looks cool if it works.
- Also, High Somersault Kick works good as an escape. Say right after
a 1, 4.
13.1) Getting Close:
--------------------
Stand -> qcf+4 -> Crouch
FC -> f+2 -> Stand
Stand -> df+1+2 -> Stand
Stand -> uf+3 -> Stand
Stand -> ff+2H -> Stand
Stand -> uf+4H,3L,4H,u/d -> SS
Stand -> uf+1H,3M,3+4MM -> Stand
Stand -> ff+4MM -> Stand/CAT
Example Getting Close:
String: qcf+4 -> FC -> f+2 -> uf+3
Hit Level: MM -> M -> M
13.2) String building blocks:
------------------------------
Stand -> df+2M -> Stand
Stand -> df+4L -> Stand
Stand -> df+1+2 -> Stand
Stand -> 1H+4L -> Crouch
Stand -> uf+4M -> Crouch
Stand -> SS+2L -> Crouch
Stand -> df+3M,2H,1H,4L -> Crouch
Stand -> df+3M,2H,u/d -> SS
Stand/RC -> df+1M,2H -> Stand
Stand/FC/SS -> d+4L,1H, u/d -> Stand/SS
SS/Move-> SS+1+2MM -> Stand
RC -> 4M -> Stand
Examples Strings:
String: df+1,2 -> d+4,1, u/d -> SS+1+2 -> uf+1,3,3+4 -> 1,4 -> 4
Hit Level: M, H -> L -> M, M -> H, M, MM -> H, L -> M
String: df+3,2,1,4 -> uf+4 -> d+4,1,u/d
Hit Level: M, H, H, L -> M -> L
String: 1,4 -> 4 -> df+4 -> uf+1, 3, 3+4
Hit Level: H, L -> M -> L -> H, M, MM
13.3) Juggle Interrupt:
-----------------------
FC -> dDF+2H -> Crouch
RC -> 2 -> Stand
SS -> df+2 -> Stand
Stand -> df+2M -> Stand
Stand -> ff+3M -> Stand
Stand/FC/SS -> d+3,2 -> Stand
Stand/SS -> db+3 -> Crouch
Stand/SS -> db+4,3 -> Crouch
13.4) Throw Interrupt:
----------------------
df+1 -> Throw
d+4, 1, u/d -> Throw
df+3, 2, u/d -> Throw
df+3, 2, 1 -> Throw
df+3, 1, 4 -> Throw
df+3, 1, 4, 2, u/d -> Throw
df+1, 2 -> Throw
uf+1, 3 -> f+Throw
d+1, 4 -> f+Throw
db+2, 4 -> f+Throw
13.5) Escaping:
---------------
FC -> Dbu+4 -> Crouch
Stand/FC/RC/SS->ub+3 -> Stand
_________________________________________________________________________
#########################################################################
_________________________________________________________________________
14) Special Games:
------------------
- Special Games, or "Game" refers to a specific style of play. That can
either be situational, or optional.
14.1) Mix-up Game:
------------------
- My favorite (and most effective) mix-up so far is d+4,1. Either let
the one hit or go into SS. Then either repeat, or go for SS+1+2
(VERY safe, abuse) or SS+2.
- At any point, do a d+4, stop and then WS+1,2. Repeat df+1, or go to d+1
or d+4. Occasionally, go for an uf+4 for a juggle. Or go for a throw.
And if your SS+1+2 to Anna's left hits, you get a healthy juggle there
too worth +50 damage.
- This can be started from long range by uf+4,3,4,u/d. Opponents have a
hard time reacting to this mix-up game. And you usually have a good
frame advantage even if they block. Plus, the best way for your
opponent to stop you is a d+1, and that's usually after your d+4. So
there's a spot to use an uf+4 to low cruch them.
- Also, uf+1,3,3+4 is a superb way to cover ground or when you're in
doubt of what to do. Cause even if they block the 3+4, you still can
beat them to a d+1. And then into the d+4,1 game. uf+3 does the same
job, but is too slow.
_________________________________________________________________________
14.2) Wall Game:
----------------
- Wall Carry is a combo designed spefically for the job of getting your
juggled opponent as close to the wall as possible, while ensuring that
you don't lag afterwards in order to allow you continue punishing.
- Wall punisher is the most damaging attack you can do to a wall stunned
opponent.
- On opponents downed near the wall, abuse df+4 and d+3. Or if they lay
still, d+3+4.
Wall Carry:
Launcher -> f+2 -> df+1 -> uf+1, 3, 3+4
Wall Punisher:
fF+3, 4, b+3 -> 3
_________________________________________________________________________
14.3) Crush Game:
-----------------
- Crush game consists of moves with Crush properties.
- Anna's specialty is High Crush and Low Crush.
- Her High Crush moves are:
Left Spin Low Kick to Right Uppercut d/D+3, 2
Left Spin Low Kick to High Right Kick d/D+3, 4
Severe Quake db+4, 3
Executioner fF+2
- Her Low Crush moves are:
Quick Somersault Kick U/UF+4
Imploding Star f+4
- Of those, the most you will use is (d+3, 2). On Counterhit, this will
combo for a juggle.
- (db+4, 3) is risky, as you will get punished badly for it. However,
getting a Counterhit will give you Anna's most damaging juggle.
- (U/UF+4) is primarely used as an Anti-Low Wake Up move, which leads to
very damaging juggles.
_________________________________________________________________________
14.4) Forced Choice Tactics Game:
---------------------------------
- Forced Tactics is a method of forcing your opponent into a set of
limited choice of tactics. You're forcing him into a position with
known possible outcomes.
- Forced Tactics is done by allowing your opponent to block a move that
will force them into a crouching position, or a severe frame advantage.
- Here are Anna's Forced Choice Tactics tools:
Ice Sickle d+2
Executioner fF+2
Right Hand Stab FC->f+2
- Of those, Anna's main tool is Executioner (fF+2). Only disadvantage is
that it hits High.
- Once blocked, you can safely throw/attack.
_________________________________________________________________________
#########################################################################
_________________________________________________________________________
15) Multi-Throw Escape:
------------------------
- Number(s) denote actual opponent input
- Number(s) in following bracket [N] is escape input button(s)
15.1) King:
-----------
Pile Driver: Bends you over, locks your arm, and slams your head down
Standing Heel Hold Combo: Grabs a leg and drags you
qcf+2+3[2] ###> 1+2[1+2] ###> 1
#
##> 1[1]
#
##> 1+2[2]
Arm Breaker Combo: Breaks elbow over shoulder
qcf+1+4[1] ###> 1+2[1]
#
##> 1+2[2] ###> 4
#
##> 2[1+2] ###> 2[1]
#
##> 1+3[2]
Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder
fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1]
#
##> 3[2]
Reverse Special Stretch Bomb Combo: Locks elbows and turns
fDF+1+2[1+2] ###
#
fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1]
# #
u/d -> 2+4[2] ## ##> 3[2]
Mexican Magma Drive: Starts with spin hop
3+4, 1+4[1] ###> 2+4[1]
#
##> 3+4[2] ###> 1[1]
# #
# ##> 3[2]
#
##> 1 ###>2[1] ###> 2[1+2] ##> 1+2[1] ###> 2+4[1]
# #
##> 1+2[1] ###> 3+4 ###> 1+2[1+2]
#
##> 2 ###> 3+4[2] ###> 1###>2[1]
#
##> 3[2]
_________________________________________________________________________
15.2) Nina Williams:
--------------------
Backhand Slap Combo: Grabs arm, back fists
qcf+1+2[2] ###> 3[1+2]</pre><pre id="faqspan-2">
#
##> 2[2] ###> 1[2]
# #
# ##> 1[2]
#
##> 1[1] ###> 3[1]
#
##> 2[2]
Betrayer: Steps backs, grabs and kicks leg
qcb+1+4 ###> 2[2] ###> 1[1]
# #
# ##> 1[2]
#
##> 1[1] ###> 3[1]
#
##> 2[2]
Crab Hold Combo: Grabs torso with legs
qcf+3+4 ###>3[1]
#
##> 4[2] ###> 3[1]
#
##> 1[2]
_________________________________________________________________________
15.3) Anna Williams:
--------------------
Chin Bash: Grabs arm, back fists
qcf+1+2[2] ###> 3[1+2]
#
##> 1[1] ###> 3[1]
# #
# ##> 2[2]
# #
# ##> 2[1+2]
#
##> 1+3[2] ###> 4[2]
#
##> 1+2[1]
_________________________________________________________________________
15.4) Bruce Irvin:
-------------------
Clinch: Grabs you, reverses sides
f, dDF+2, 3[2] ###> 3+4[1]
#
##> 4[2]
Right Knee Kick: Grabs you, reverses sides, Knees you
f, dDF+1, 4[1] ###> 1+2[1]
#
##> 3[2] ###> 1[1] ###> 2
_________________________________________________________________________
#########################################################################
_________________________________________________________________________
16) Credits:
------------
01) Khalid Al-Dhamer for allowing our weekly gathering at his place
02) Ryuuko for his extreme patience with my bad temper
03) Busterwolf for bringing to my attention additional King Multi-Throws
04) Tekken Zaibatsu Forums
05) Alichni <
[email protected]> for Bruce Irvin spelling fix
06) Ayaz Noor <
[email protected]> for spelling error
07) D3XT3R!^_~p at Tekken Zaibatsu for finding the 2nd Anna Just Frame
_________________________________________________________________________
#########################################################################
_________________________________________________________________________
13.X) Set-Up Game:
------------------
Treading Water to Chaos Judgement fF+3M, 4M, b+3M (FA)
Uppercut Jab df+1MD, 2HD (FN)
Ice Sickle d+2M (FN, FRC)
Fatal Attack Combo uf+1H, 3MD (FD, P)
-> Hail Storm -> 3+4MM (FN)
Executioner fF+2H (FA, GC)
Assassin's Dagger dDF+1H (FN)
Low Parry -> df+3,1 2nd hit combos
Tech Catch/ Okizeme
df+3,1,4,2,4 -> b+1,2 -> d+4,1,U_D -> Tech Catch_Okizeme -> ff+3,4,3_D+3+4
Low Block -> Buffer f+2 -> FDFA -> Okizeme -> Juggle
ex.
Kazuya Spinning Demon
Paul Bull Dozer