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anna Tekken 8 Season 2 Guide

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Last updated Oct 08, 2025, Game version 2.05

Introduction

Anna Williams is an oppressive, well-rounded character with a devastating 50/50 mix-up game, strong pokes, and great lockdown tools. Anna’s main gameplay is to overwhelm the opponent with her offensive pokes and pressure, while also making them guess with her numerous 50/50 launchers. Anna has many plus-frame moves, which can lock down her opponents for even more oppressive gameplay. She can also initiate high damage with the addition of her new "Hammer Chance (HAM)” stance, which is cancellable, providing Anna with less risk while maintaining the oppression.

Anna is notorious for her FC mixup, where she retains her well-known FC DF2 low launcher, her WS2 mid launcher, and a new FC DF1 heat-engaging mid. She also receives a new Pleasure Time (TOM) stance that can only be initiated on hit with DB2, WS1,2, and HAM 2,2. Pleasure Time gives her much safer mix-ups, while still keeping her damage and oppression. Pleasure Time can also be cancelled by holding DB, or by transitioning to CJM through TOM 3 to initiate more mind games. Anna received a debuff mechanic that lets her shoot her bazooka and debuffs the opponent. This debuff allows her to enable chip damage on all of her moves without using heat. Anna’s sidestepping is also considered to be above average, being able to step more moves than the average character.

Anna is a character with very few flaws and is simple to use, with the exception of perfecting HAM cancels and instant FC mixups. Anna is the perfect character to play if you want someone fast-paced, aggressive, and simple, while also having some risk in their gameplay.

Strengths

  • Pokes: Anna's pokes are quick, safe, and oppressive.
  • 50/50: Anna has strong 50/50 launchers through her FC that give her a big reward if the opponent guesses wrong
  • Lockdown: Anna has strong tools that keep the opponent at bay while she continues initiating offense.
  • Damage: Anna has very high damaging combos and strings

Weaknesses

  • Most of Anna's key pokes and Hammer Chance strings are steppable to the right, while moves in CJM are steppable to the left.
  • Below-average punishment
  • Struggles against characters with strong movement and fast WS launchers
  • Struggles against characters with strong and quick parries

Heat System

  • Anna's heat system quite literally overbuffs her moves and strings that involve her launching her bazooka. Some strings make her fire more bazooka shots and become safe on block (H. CJM 3,2, H. WR3,2, H. 1,2,1,2). Other moves in heat give her a bazooka extension (H. UF3,2 and H. UF3,1, H. FC DF2~1). Other moves buff her bazooka shots and make it more damaging (TOM 2 and TOM 1). All of Anna's heat dashes, except for HAM 1, give her a combo rather than a knockdown with guaranteed follow-up. Anna's heat smash is also a i13 high-crushing mid that debuffs the opponent on hit.

Top 10 Moves

DF1,2

Anna's most important poke tool. It is an i13 jailing mid, high string that can transition to Hammer Chance, or can be extended with DF1,2,4, or DF1,2,3. It is -5 on block but becomes 0 on block when transitioning to HAM by holding forward. DF1,2 HAM can be cancelled without the opponents punishing Anna. DF1,2,3 is Anna's mid extension that can wall splat. It is -12 on block, can be delayed, and can be cancelled into CJM, creating even more mixup opportunities for Anna. DF1,2,4 is Anna's high extension that tracks both sides, cannot be interrupted with lows, can wallsplat, is -5 on block, can be delayed, and gives a guaranteed 3+4 or 3,2 on CH. DF1,2 extensions are recommended to be used if the opponent is impatient, aggressive, and expects the Anna to do a followup from HAM.
m, h, i13~14, -5 oB, +2 oH, +9 oCH

2

An i10 jab that, while it doesn't give a lot of reward by itself, becomes incredibly useful in CH. This jab is -3 on block by itself but becomes +1 on block when transitioning from HAM by holding forward. On CH, it becomes +13 and gives a guaranteed HAM 1, or heatsmash. 2 also has several extensions; 2,4 is her delayable high extension that is a CH launcher. It is not natural and can only be guaranteed if 2 was hit as a CH. However, if not delayed, it can catch opponents who try to interrupt her with a fast poke, such as d jab and Yoshi's NSS parry. 2,3 is her mid extension that is guaranteed on normal hit if not delayed and a key i10 punish. It is -3 on block, +8 on hit, and transitions her to CJM regardless of whether the opponent blocks or gets hit, but also leaves Anna unable to block. 2,2 is another mid extension that is also only guaranteed if 2 hits as a counter hit. On second hit, she becomes +12 transitions to her Hammer Chance stance, and creates a mixup opportunity through this. This move is incredibly useful to use when interrupting aggressive opponents, or initiating offense through pokes.
h, i10, -3 oB, +3 oH, +9 oCH

D4,1

A very useful low-high string to interrupt aggressive opponents and initiate offense. D4 itself is an i12 high crushing low that is -4 on hit and -15 on block, but can be extended, and evene delayed when doing the high extension, D4,1. The high extension is 0 on block and +6 on hit. If the second hit is a CH, it becomes +11 and allows Anna to get a guaranteed i10 followup. D4,1 can be cancelled into CJM by holding back after executing the string to create more mix-up opportunities for Anna. It becomes +1 on hit and -10 on block. D4,1 can also be cancelled into sidestep in either direction, which can leave Anna in a less risky situation and can even make opponents whiff their WS punishes. D4,1 also has a mid version (D4,1~4) to catch opponents attempting to duck and whiff punish Anna's second hit. However, the mid version is -14 on block and leaves the opponent in crouch. An important note: If an Anna performs the D4,1 string, the opponent can hold the crouch button and can quickly do a WS punish. However, if the Anna peforms D4,1,B (her transition into CJM), the crouch input will not register for the opponent and they will be left in Standing. This can be indedibly useful as the opponent now has to try to interrupt Anna in standing, or do a low or d jab which can make the opponent more predictable.
l, h, i12, +0 oB, +6 oH, +11 oCH

DB4

One of the few lows that Anna has that isn't launch punishable on block. It is an i17 low that has decent range, decent tracking to the right, is -13 on block and +6 on hit. On hit, it automatically transitions to HAM but can be cancelled by holding Back. If cancelled, it becomes +1 on hit with great pushback. Therefore, it is highly recommended to perform the low without holding the back button afterwards, as it becomes a less rewarding low if not transitioning to HAM. Landing DB4 HAM can catch opponents stepping with HAM 1. Landing DB4 on CH guarantees HAM 1. The lower risk and higher reward make this move one of Anna's most important, if not THE most important low.
L, i17~18, -13 oB, +6c oH, +13 oCH

DB2

The definition of low risk-high reward: This mid poke is i15 that is -9 on block with decent range. DB2 is also one of only a few moves that transitions to Pleasure Time, albeit on hit. However, it is the ONLY move transitioning to Pleasure Time on hit that is SAFE on block. Pleasure Time (TOM) itself is an incredibly terrifying stance that leaves Anna in a low risk-high reward state. TOM forces the opponent to guess between a + on block mid bazooka that wallsplats and debuffs (TOM 1) or a -13 low that is +28 on hit and leaves Anna in crouch (TOM 4), which can force yet another mixup through FC. DB2 is great at initiating a mix-up and forcing the opponent to guess while minimizing Anna's risk. It also is a safe opportunity for Anna to transition to TOM on hit without the risk of being punished.
m, i15~16, -9 oB, +8s oH, +36a oCH

FC DF1

An i 20 low-risk, heat-engaging mid that is only -10 on block and has great tracking to her right. It wall splats and initiates a heat dash if on hit. It has the exact same frames as her FC DF2 low launcher, making it a true mixup. FC DF1 is incredibly viable to use as a 50/50 FC mixup, giving Anna a decent reward while minimizing her risk, especially at the wall.
m, i20, -10 oB, +21d (+11) oH

FC DF2

Anna's low option between her 50/50 FC mixup. While it is incredibly risky to do, being i20 and -21 on block, it gives Anna a combo, tornadoing on hit. FC DF2 is steppable to the left, but can realign if delayed. It also has great range, landing at about range 2.8 from the opponent. In heat, it has an extension that can catch the opponent from range 4 if the opponent doesn't block low. The extension also gives Anna more damage in her combo, which can be useful to close out rounds. However, the extension continues to be -21 on block. FC DF2 is a great move to use when mixing up with FC DF1, initiating a true 50/50 guess.
L, i20, -21 oB, +70a (+54) oH

F,F2

A great keepout tool for Anna. While it has poor whiff recovery, it covers a great range between her and the opponent, being homing, and +4 on block. On hit, it grants a guaranteed UF2, which transitions to HAM on hit, giving Anna yet another mixup opportunity. It is a great tool to use to catch sidesteppers, and can also be used as a mix-up with her other mid, heat-engaging string, F,F+3,2. This then forces the opponent to guess, while reducing Anna's risk. F,F2 also is great when covering the mid range, as it conditions the opponent to respect the distance between them and Anna.
h, i17~18, +4 oB, +15d oH

HAM 1

Anna's only high move from her Hammer Chance stance. It is an i13 high that is +6 on block with great whiff recovery and decent tracking. It is also a wall-splatting heat engager and has great range. It is guaranteed on CH when doing 2 or DB4. It is a great move to continue pressure while Anna is on the offensive. Because it is an elbow, it is unparryable by most of the cast.
h, i13~14, +6 oB, +30a (+20) oH

HAM 3

Anna's low from Hammer Chance. It is i20 and has high crushing properties. It can even crush some mids, including down jabs, depending on the timing of the opponent's mid interrupt. HAM 3 is -14 on block, -3 on hit, and +6 on CH. HAM 3 also transitions to CJM by holding Back. Interestingly, performing HAM 3, CJM makes the low more rewarding, becoming -7 on block, +4 on hit, and +13 on CH. On CH it gives a guaranteed CJM 3,2 or CJM 2,1. If the opponent blocks HAM 3, CJM Anna becomes prone to being launched, as she can't block in CJM. However, Anna can use her powercrush, CJM 4, to interrupt an opponent who tries to perform any WS punish or launcher that is i14 or slower. This can be incredibly useful as it can avoid being launched and essentially give Anna a get-out-of-jail-free card. This setup also makes HAM 3 safer, depending on who the player is fighting against.
L, i20~21, -14 oB, -3 oH, +6c oCH

Punishers

Standing
i10f 2,3 (Leaves Anna +8 on hit and forces a mixup in CJM)
i10f 1,2 (Leaves Anna +11 on hit into HAM stance, forcing a mixup)
i13f B2,2 (Decent damage and leaves Anna +5)
i13f DF1,2 (Can use mid or high extension or transition to HAM)
i14f 3+4 (Heat engager, and wallsplats. Can combo after heat dash)
i14f 3,2 (Decent damage and leaves Anna +4 and in crouch, forcing a mixup.)
i14f F2,3 (Decent damage and wallsplats)
i15f DF2
Crouching
i11f WS3 (Decent damage and leaves Anna +8 in CJM. Forces a mixup)
i11f WS4 (Safer and less damaging version of WS3. Doesn't leave Anna in CJM)
i13f WS1,2 (Delayable 2 hit string that transitions to TOM. Forces a mixup)
i16f WS2
Whiff punishers
DF1,2 (Fast whiff punish and initiates mixup from her extensions or through HAM)
3,2 (Decent range and leaves Anna in crouch)
DF2 (Quickest mid launcher from neutral)

Combos

DF2
QCF1 → UF2 → HAM 2,1 → B4 → HAM 2,2 → TOM3 → CJM UF3 → DB2 → TOM2
WS2
4 → UF2 → HAM 2,1 → B4 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → 2
DB3 | FC DF2 | QCF2,1 | Low Parry
WS3 → D3,3 → B4 → DB → UF2 → HAM 2,1 → WR3,2
FF4 | CH ROLL 3 (CJM DF,3)
WS3 → D3,3 → B4 → DB → UF2 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM2
ROLL 4 | UF4
QCF1 → D4,1 → B4 → DB → UF2 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM 2
CH UF1,3,3+4
F3 → HAM 2,1 → B4 → DB → UF2 → HAM 2,1
CH UF(1),3 | CH (2),4 | CH (1,2),4 | CH DF(3,2), 4
UF2 → HAM 2,1 → B4 → DB → UF2 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM 2
CH QCF1
QCF1 → UF3 → QCF1 → D4,1 → B4 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM 2

Beginner Combos

DF2 | WS2
2,2 → HAM 2,1 → B4 → HAM 2,2 → TOM 3 → CJM 2,1
DB3 | FC DF2
UF3 → D4,1 → B4 → HAM 2,1,2
FF4
D4,1 → B4 → HAM 2,2 → TOM3 → CJM2,1
UF4 | CH QCF1
DF3,2 → HAM 2,1 → B4 → HAM 2,2 → TOM3 → dash CJM2,1 → F3 → HAM 2,1
CH ROLL 3
WS3 → CJM UF4 → B4 → HAM 2,1 → UF2 → HAM 1

Combo Enders

Carry
Floor break
Wall break
FF1+2 HOLD

Wall Combos

Normal
DF3,2 → DB2
With tornado
UF4 → F3 → HAM 2,1,2
QCF2,1 → F3 → HAM 2,2

Small Combos

FF2
UF2
ROLL 3
WS1+2
CH WS3 | CH (2),3
CJM 2,1 or CJM 3,2
CH DF(1,2),4
3,2 or 3+4
CH CJM1+2 | CH D2 | CH DF4 | UF3
DB3+4 or FF → D3+4
D(4),1~4
DF4
CH DB4 | CH 2
HAM 1 or Heat Smash

Notable Moves

1+2

Anna's homing guard break. It is i16, +1 on block and +9 on hit. While the move itself doesn't do any damage, it sets Anna up for many opportunities to create pressure and give Anna a chance to go on the offensive. On CH, 1+2 becomes +14, which guarantees any i14 or faster move, including heat smash. 1+2 can be transitioned to TOM stance and becomes +3 on block. On CH, it will become +8 and gives a guaranteed TOM 1 and TOM 2. CH 1+2 becomes very useful by the wall in the neutral or when transitioning to TOM stance, as the opponent can get wallsplatted by the bazooka shots, or by her 3+4 and F2,3. It is great to use when locking down the opponent, catching their sidesteps, interrupting aggressive opponents, and can even be considered one of Anna's most important moves
m, i16~18, +1 oB, +9 oH, +14 oCH

1,2,1

One of Anna's important pokes to interrupt aggressive opponents. It is a 10f string that is -4 on block, 0 on hit and can be mixed with 1,2 HAM. The string has two extensions: 1,2,1,2 and 1,2,1,4. 1,2,1,2 is Anna's mid extension that is unsafe on block, but can catch opponents who decide to duck, and becomes safe and much more damaging in heat. 1,2,1,4 is Anna's high option that is +4 on block, is a launcher, and also has high-crushing properties. Because the high is + on block, it can give Anna more opportunities to continue her pressure. Both the mid and high extension become guaranteed if the third hit of 1,2,1 is a CH. 1,2,1 also has interesting jailing properties: it can be slightly delayed or fully delayed between the second and third hit. Fully delaying the third hit can catch impatient and aggressive opponents and then can be followed up with the mid or high extension. Slightly delaying the third hit becomes incredibly useful against opponents who wish to interrupt Anna when she is doing 1,2 HAM. If the opponent is familiar with HAM transitions, they can choose to perform a d jab (or NSS flash if against Yoshi) after Anna performs 1,2 HAM, as Anna doesn't have enough frames to block after cancelling HAM. If Anna performs 1,2,1 and SLIGHTLY delays the third hit, it can catch d jab and flash, and establish a CH, which she can then follow up with her extensions. This is very useful against opponents familiar with the Anna matchup, especially those who know what to do after 1,2 HAM.
h, h, h, i10, -4 oB, +0 oH

DF4

Anna's fastest low. It is an i16 low that is +5 on hit and forces crouch. On CH, it gives a knockdown with a guaranteed stomp (D3+4). It is unreactable, damaging, and has strong tracking properties to her right side. However, it is -15 on block and can cause her to be launched by most of the roster. It becomes less risky if the opponent has an i16 or slower WS launcher. While it is considered a riskier version of her DB4, it makes up for this by it's damage, tracking, and speed.
L, i16~17, -15 oB, +5c oH, +25d oCH

UF3

Anna's low-crushing mid that knocks down the opponent on hit and gives her a guaranteed stomp (D3+4). It is 0 on block, but incredibly linear. It is also fairly slow, being an i23 move. However, it can be a great tool to use as a mixup with FC DF2, sometimes even being considered a better option than FC DF1, depending on the opponent. Because FC DF 2 has tracking properties and similar starting frames to UF3, Anna can use this opportunity to condition the opponent to stop stepping once she's in FC. Once conditioned, Anna can begin using UF3 as a mid option instead of FC DF1. Because UF3 is 0 on block, Anna can either continue her pressure or play more patient. This then makes UF3 a better option than FC DF1. However, if the opponent continues to side walk, then it becomes inferior to FC DF1.
m, i23~24, +0 oB, +27d oH

B4

Anna's mid homing move that is i19, -9 on block, and +11 on hit. On hit, it auto transitions to HAM. Because it is also very + on hit, the opponent will be unable to step most of her moves from HAM. It is a great keepout tool for Anna, while also providing offense, pressure, and mixup potential when hitting.
m, i19~21, -9 oB, +11g oH, +17g oCH

WS3

Anna's 11f WS move that automatically transitions to her CJM stance on hit or on block. It is -3 on block, +8 on hit. On block, Anna is exposed to being hit, but can use CJM 4 to catch opponents trying to punish her with anything apart from lows. On hit, she gets a guaranteed mixup from CJM or can transition to Hammer Chance by doing F3. On counter hit, she becomes +12, giving her a guaranteed CJM 2,1, which is her high, mid heat 10f heat engager that wallsplats, or her CJM 3,2, which is her 12f mid that becomes more damaging in heat. This is a great move to use when punishing any move that is at least 11f, while also initiating a mixup. It also is great to interrupt aggressive opponents by doing an instant WS input.
m, i11~12, -3 oB, +8 oH, +12 oCH

QCF1

Anna's elbow. It is +1 on block, and +3 on hit. On CH, it launches the opponent in the air for a combo. It has a blue spark input that gives her more damage. QCF1 tracks to Anna's left side and, because is an elbow, cannot be parried by the majority of the roster. It is considered to be an alternative to her 2 jab, being slower and requiring a harder input, but giving her a better reward. It also has good whiff recovery and is difficult to whiff punish it.
h, i13~17, +1~+5 oB, +3~+7 oH, +47a (+37) oCH

HAM 4

Anna's mid option from her HAM stance. This move crushes highs, wall splats, and has strong tracking properties to where it is considered a homing move. It is +6 on hit and -12 on block, but has so much pushback that only characters with an i12 mid, such as Dragunov's DF4, can effectively punish it. This move can be used to mix the opponent with HAM 3 as they have similar frames and animations. It can also be a much safer mid alternative to HAM 2,1,2 and HAM 2,2, albeit with less damage.
m,m, i16~19 i4~6, -12 oB, +6 oH
Anna's mid-mid heat engager. It is -7 on block, can wallsplat in the neutral, can floor splat in combos, and can initiate a combo after a heat dash. It is linear, but the opponent must fully step it and cannot interrupt it, otherwise they will get caught. If the opponent blocks the first hit, they are unable to step the second hit, and must guess between FF3,2 and Anna's low option, FF3,3. Characters with strong parries, such as Jin and Leroy, can parry and launch the second hit of F,F3,2, and the majority of the roster can interrupt between the hits with a power crush. However, Anna can use FF3,3 to catch opponents who challenge her, and on CH, the second hit of F,F3,3 can get a guaranteed WS3, WS4, or WS1,2 follow-up. Against a player with proper knowledge against Anna, FF3,2 and her low option can be fuzzy guarded. However, FF3,2 is safe and can be mixed with FF2 instead of FF3,3 to avoid getting punished.
m, M, i15, -7 oB, +20d oH

QCF 2,1

Anna's mid-mid QCF launcher. It guarantees a tornado on normal hit and can initiate a combo. It is -16 on block with little pushback, and can be launch punished by the majority of the roster. It can be slightly delayed and can transition to CJM by holding Back. QCF2,1 CJM becomes +2 on hit and -13 on block. It also has strong tracking properties to the right. It is especially useful when punishing those with very unsafe moves that have good pushback, such as Paul's QCF2, Law's WS2, and Heihachi's FF2
m, m, i16, -16 oB, +67a (+51) oH

CJM D3,3

Anna's low-high from CJM stance. It guarantees both hits if the first hit lands. It tracks very well to both sides and is +7 on hit, and -7 on block. If the opponent blocks the first hit, the second hit will automatically whiff and Anna will get launched. Anna can choose whether or not she will do the second hit. However, Anna can just perform CJM D3 for a much safer option, albeit for a much less satisying reward. CJM D3 is 0 on hit and -11 on block, therefore only being susceptible to i11 WS punishes. This can be useful against opponents who do not have a rewarding i11 WS punish. Anna can also choose to continue her pressure or play patient after doing CJM D3. This move is useful when mixing the opponent up with mids from CJM, as it conditions the opponent to stop stepping with its great tracking.
L, h, i15, -7 oB, +7 oH

CJM 1+2

Anna's mid option from her CJM stance. It is i17, +2 on block, +8 on hit, forces crouch and tracks to her right. On CH, it knocks down and gives a guaranteed stomp (D3+4). It is useful against opponents who are aggressive and choose to challenge Anna while her and the opponent are both in crouch. It can also initiate a FC mixup against more patient opponents, as both her and the opponent are left in crouch with Anna being at a slight frame advantage.
M, i17~18, +2c oB, +8c oH, +23d oCH

CJM 1

Anna's high option from CJM stance. It is i11, 0 on block, +9 on hit, and has decent whiff recovery. On CH, it becomes +14 and gives a guaranteed followup on anything that is i14 or faster. It has poor tracking to the right, and can be stepped left. However, if Anna slightly delays CJM 1 it can hit opponents stepping left. Because it is 0 on block, Anna can choose to continue pressure or play patiently, depending on the opponent. It is also incredibly quick and difficult to react to.
h, i11~12, +0 oB, +7 oH, +14 oCH

CJM 2,1

Anna's high-mid, heat engaging string from CJM stance. It is i10, and -11 on block. It tracks to Anna's right side and wallsplats on hit. It can initiate a combo on heat dash and can be slightly delayed. Anna can choose to finish the string or just do CJM 2. CJM 2 is -11 on block and 0 on hit. CJM 2,1 is useful against aggressive and impatient players who challenge Anna, especially when she performs D4,1 CJM.
h, m, i10, -11 oB, +24a (+19) oH
HAM 2,1,2 and HAM 2,2 are Anna's mid options from HAM stance. HAM 2,1,2 is her mid-high-mid string that is all guaranteed on normal hit. The second hit can wall splat and the third hit is +2 on block and can floor break. HAM 2,2 is Anna's mid-mid option that is -14 on block, but on hit, gives a guaranteed followup in TOM stance. Both hits have incredible range and similar damage, and are considered a true mixup. However, both strings can be stepped to the right.
m, h, M, i15~16, +2c oB, +17a (+7) oH

B2,2

Anna's high-high homing move. It is an i13, jailing string that is safe on block at -9, and +5 on hit. It is useful as an i13 punish and by catching opponents with good movement, such as Lili and Alisa.
h, h, i13~14, -9 oB, +5 oH

SS2

Anna's only -12 on block low. It is i20, 0 on hit, high crushes, and leaves Anna in crouch. On CH, it is +14, but does not give Anna any followups. It is a useful move against characters who have i13 WS launchers, or i13 punishers that can wallsplat or floor break. It reduces Anna's overall risk, while also creating an opportunity for Anna to initiate a FC mixup or play patient. She can also mixup the opponent when she sidesteps by doing SS3.
L, i20~21, -12 oB, +0 oH, +14g oCH

SS3

Anna's mid option when performing a sidestep move. It is i21, +4 on block, +8 on hit, and forces the opponent in crouch. On CH, it can knock down, giving Anna a guaranteed stomp (OTG. D3+4). This move can be mixed up with SS2, as both moves have similar frames. However, this move is linear and can be stepped both ways.
M, i21~23, +4c oB, +8c oH, +25d oCH

Stances

Hammer Chance (HAM)

Can be done in neutral or in CJM by pressing F3, by holding forward after performing specific moves on block or on hit (such as DF1,2 or DF3,2), or can be automatically transitioned if some moves hit the opponent (such as B4, DB4, or UF2). Gives access to strong mixups and can be cancelled by holding DB to avoid being interrupted. Sidewalkable to the right.

Chaos Judgment (CJM)

Can be done by pressing B3 in neutral or in HAM, or by doing specific moves (such as 2,3 or WS3). Some moves may need a Back input after performing a string (such as D4,1 or DF3,1). CJM opens Anna up for many mix-up opportunities, having various mids, highs, and lows that the opponent must guess on. CJM also has a roll extension that has a high and a mid option. However, CJM leaves Anna exposed as she is unable to block. Rolling evades highs, but can cause Anna to be floated if the opponent does a mid, such as DF1. Has low parry and throw parry properties. CJM is steppable to the left.

Pleasure Time (TOM)

Can only be transitioned on hit using various moves (DB2, HAM2,2, and WS1,2). TOM stance creates a low-risk/high-reward scenario for Anna. She can choose between her i8 bazooka shots (TOM 1 and TOM 2), or her low (TOM 4). Anna can cancel out of TOM into CJM by doing TOM 3 or by pressing DB.

Panic Moves

2

Anna's i10 jab with guaranteed follow-up on CH. Best against aggressive opponents who mash.
h, i10, -3 oB, +3 oH, +9 oCH

D4,1

Incredibly fast, high-crushing low poke that can interrupt aggressive opponents. High extension becomes guaranteed on CH and leaves Anna plus. Can transition to CJM.
l, h, i12, +0 oB, +6 oH, +11 oCH

CJM 4

Anna's powercrush in CJM. Great tool to use if the opponent mashes after blocking a move that leaves Anna in CJM.
M, i20~21, -13 oB, +10a oH

B1+2

Anna's powercrush from neutral
m, i20~21, -13 oB, +20a (+15) oH

HAM 3 (to CJM)

Crushes highes, is homing, and gives guaranteed followup on CH
L, i20~21, -14 oB, -3 oH, +6c oCH

Frame Traps

QCF1 2 CH > HAM 1
SS3 B2,2 or DF1,2
HAM 1 DB2 or DF4 or 1+2
CJM1+2 | HAM1+2 WS3

Knowledge Checks

DF1,2,4

Anna players can throw out the high extension of DF1,2 as it is delayable, tracks, wallsplats, and gives a guaranteed 3+4 or 3,2 on CH. It can be ducked and launched.
m, h, h, i13~14, -5 oB, +20a (+11) oH, +14c oCH

DF3,1,1

The third hit is -11 on block, but is considered safe because of the pushback. The second and third hit can be stepped both ways
m, h, M, i14, -11~+1 oB, +9a (-1) oH

1,2,1,4

The third hit of this string can be delayed. If it catches aggressive opponents, 4 becomes guaranteed on CH, launching the opponent. The last hit can be ducked and launched with a WS launcher.
h, h, h, h, i10, +4 oB, +32a (+22) oH

HAM 2,1,2

The overhead swing leaves Anna only +2 on block and left in crouch. The second hit can be ducked and the entire string can be stepped to the right.
m, h, M, i15~16, +2c oB, +17a (+7) oH

D3,4,1

This low, high, mid string leaves Anna -3 on block and can give her a launcher on third hit if it counter hits. It can high crush and everything is guaranteed if 3 is a counter hit. However, ducking the second hit can let the opponent launch Anna. The third hit is also parryable.
L, h, m, 16, -3 oB, +5c oH, +21a oCH

Defensive tips

Sidestepping Right in Neutral - Sidestepping left in CJM

Most of Anna's moves from neutral and HAM are steppable to the right. When Anna is in CJM, almost all of her moves in stance will whiff if stepping to the left. Anna players will try to lock you with SS3 or other + on block moves. These moves can be stepped.

Keep your distance

Anna excels much better in close range. She only has a few tools that can cover the mid range, which makes her more predictable. Anna only has FF2, FF3,2 and her WR moves. These can be stepped apart from FF2.

Properly punish her 50/50 mixups

Although Anna has a lot of safer mixups now, she still possesses several high-risk moves that can cause her to be effectively punished. She lacks lows that are at most -12 on block. She also gains the most reward by doing risky 50/50s that can potentially have her launched. Blocking and properly punishing her 50/50s can leave the opponent at a huge advantage.

Interrupt with fast low pokes or "Down Jab"

Anna's HAM stance is one of the best stances in the game, being able to cancel and block so quickly. However, a simple D Jab (d+1 etc) can interrupt Anna from transitioning into HAM and can condition her to play less aggressive. Fast low also can condition Anna to play more patient.

Defensive Move Handling

DB3+4,4

This move can be launched on block. It has a clean hit property and the second hit can be ducked. On hit, it can wall break. Anna must be at close range to be able to obtain a clean hit.
L, h, i24, -9 oB, +14a (+5) oH

HAM 2,2

The string is a mid-mid that can be stepped to the right. If the string hits, it gives a guaranteed followup from TOM stanceThe second hit is -14 on block with little pushback. Characters with i14 launchers, such as Bryan and Lars, can punish this string consistently.
m, M, i15~16, -14 oB, +33a oH

DF4

This low poke looks like it is safe, but it is actually -15 on block, leaving Anna exposed to any character with an i15 or quicker WS launcher. It tracks to her weak side, gives a knockdown with guaranteed followup on CH, and is quick at i16
L, i16~17, -15 oB, +5c oH, +25d oCH

CJM 3,2

This string can be stepped to the right between the first and second hit. Anna becomes exposed on whiff and can be launched. However, in heat, this string will track.
m, m, i12~14, -14~+35 oB, +21a (+11) oH

UF1,3,3+4

The second hit is -16 on block with some pushback and can be delayed. The third hit can be stepped to the right. If the opponent chooses not to step, they can choose to do an i12 move or faster between the second and third hit to interrupt Anna. Performing an i12 move is most ideal to punish Anna if she only does the first two hits, and if she chooses to finish the string.
h, m, m,m, i13, -4 oB, +78a (+62) oH

D4,1

The second hit can be ducked and punished. It has good whiff recovery, therefore launch punishing is difficult. Both hits are guaranteed on CH. The second hit guarantees an i10 follow-up on CH. Cannot be ducked when she transitions to CJM.
l, h, i12, +0 oB, +6 oH, +11 oCH

WR3,2

This move is incredibly linear, even if one of the bazooka shots hits the opponent in heat. It can be stepped in either side and leaves Anna incredibly exposed on whiff. On CH, everything is guaranteed. It also high crushes. It can be hopkicked or orbitalled between the first and second hit if the first hit is blocked
L, SL, i16~20, -16~+33g oB, +19a (+9) oH

External Resources