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.
Throughout the beginning of Season 3, Anna received nerfs to her damage, followups on hit and CH, tracking, and frame advantage. Anna especially received nerfs to her FC mixups: FC DF2 no longer has decent tracking to the left, and FC DF1 is now -12 on block. These changes make Anna more committal in FC, as the opponent now can step Anna to the left without worrying about getting hit by her low sweep. However, Anna's Hammer Chance and Pleasure Time stance remain almost the same, leaving her gameplan almost the same as in Season 2. Anna is the perfect character to play if you want someone fast-paced and aggressive with stance cancel techniques while also having some high-risk/high-reward embedded in their gameplan.
Top 10 Moves
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. DF 1,2 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, and can be delayed. In season 3, DF 1,2,4 has had it's CH property removed, but retains its strong tracking, still making it a viable string, especially against players who try to step or interrupt Anna. For both the mid and high extension, Anna can slightly or fully delay the third hit, which can establish a mind-game situation against the opponent. However, fully delaying the third hit can leave Anna prone to being interrupted with a down jab. If Anna chooses to fully delay DF1,2,3, the opponent can step the last hit to the right. However, the opponent must take all of these situations into account and literally guess what Anna will do from just DF1,2 itself, making this move Anna's most important move in her kit. m, h, i13~14, -5 oB, +2 oH
An incredibly useful i10 high poke that has various extensions and can quickly transition to HAM. In Season 3, 2 lost it's CH property and CH followups when she uses her extensions and transitions to HAM, but it retained everything else, including its quickness and its frame advantage on block and hit. By itself, it is -3 on block but becomes +1 on block when transitioning from HAM when holding forward. This becomes very useful for Anna as all of her HAM moves becoming 1 frame faster, which can help Anna force the opponent to respect her frames. It can also be cancelled from HAM to FC slightly faster, which can also initiate a mind game against the opponent. If the opponent chooses to interrupt Anna with a down jab as she transitions from 2 to HAM, Anna can transition from HAM to CJM by holding back to low parry the opponent. If Anna does not want to risk transitioning from stance to stance, she can instead use her extensions that can catch down jabs and other quick, high crushing interrupts. One example is her 2,4. The second hit is not guaranteed on normal hit or CH if the first hit lands. However, it is a very delayable string that knocks down and wallsplats on normal hit, and launches on CH only if the second hit lands. If Anna chooses not to delay, it can catch opponents who try to interrupt her 2 as she transitions to HAM. It can also be very delayed, although this leaves Anna prone to being interrupted. 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. It can't be fully delayed but has a slight delay that can catch opponents who try to interrupt. In Season 3, it retains its CH property, which gives her a guaranteed CJM3,2, CJM2,1 or CJM1 followup. 2,2 is her second mid extension that is -8 on block and does is not all guaranteed on CH. However, if the second hit lands, she becomes +12 and automatically transitions to Hammer Chance. It also tornadoes on CH, giving her a combo. It can also be very delayed, which can create another mind game situation. While 2 itself has been nerfed and now lacks followups on CH, it continues to instill the same situation for the opponents, in which they have to guess what Anna has to do, similarly to her DF1,2. This amount of information that the opponent must know can significantly overwhelm them, which can lead them to guess wrong and possibly cause them to get launched while Anna minimizes her risk.h, i10, -3 oB, +3 oH
A very useful low-high string to interrupt aggressive opponents and initiate offense. D4 itself is an i12 high crushing low that was left unchanged in Season 3. It is -4 on hit and -15 on block, but can be extended, and even delayed when doing the high extension, D4,1. The high extension is 0 on block and +6 on hit. If only the second hit lands as a CH, it becomes +11 and allows Anna to get a guaranteed i10 follow-up if she is in range. D4,1 can 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 can also 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 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. Anna can also perform D4,1 and D4,1~4 in FC, although she cannot delay it. 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 instantly 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
One of the few lows that Anna has that isn't launch punishable on block. In Season 3, it lost its CH property, but retained everything else. 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. She can also quickly cancel HAM to FC and initiate another mixup. 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, +6 oH
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) 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 is also 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
Anna's second important i10 poke. 1,2 itself is +8 on hit and -3 on block, but not incredibly rewarding, as it has low damage, and can be stepped. However, it has a plethora of follow-ups that make her incredibly oppressive and overwhelming. 1,2 can be transitioned to HAM on hit or on block. On hit, Anna becomes +11, which initiates a true guess in HAM, as she is so + that the opponent cannot step either side. She becomes 0 on block, and can cancel from HAM without being interrupted. 1,2 also has 3 extensions: 1,2,4. 1,2,2 and 1,2,1. 1,2,4 is Anna's high extension that is identical to 2,4: The high is very delayable, knocks down, and wallsplats on normal hit, and CH launches. 1,2,2 is Anna's mid extension that is also identical to 2,2: It is very delayable, is +12 on normal hit and auto transitions to HAM, and tornadoes on CH. 1,2,1 is Anna's second high extension that catches opponents who try to step and is safer than her 1,2,4 extension. 1,2,1 also has two followup extensions: 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, which is +4 on block, is a launcher, and also has high-crushing properties. 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 try to use down jab or a fast, high-crushing low. 1,2 follows the same format as both DF1,2 and 2, where the opponent must guess between numerous follow-ups from just an i10 move. h, h, i10, -3 oB, +8 oH
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. It also has great range, landing at about range 2.8 from the opponent. It can also be mixed with various mids that Anna can do from FC. FC DF2 has had its tracking properties nerfed and is steppable to the left. Anna, however, can opt to do a different low poke that can catch those who step left, such as D4,1 and D3,4,1. 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. It also has stronger tracking properties than the first hit. However, the extension continues to be -21 on block. FC DF2 is a great move to use when mixing up with FC DF1, WS2, or UF3, initiating a true 50/50 guess.L, i20, -21 oB, +70a (+54) oH
A great keepout tool for Anna. While it has poor whiff recovery and no longer has guaranteed followup on hit, it covers great range between her and the opponent, is homing, and is +4 on block. 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 she is able to zone and keep her distance, while also being able to close the gap.h, i17~18, +4 oB, +2a oH
Anna's only high move from her Hammer Chance stance. It is an i13 high that is +6 on block that can typically be stepped to the right. It is a wall-splatting heat engager and has great range. While its whiff recovery has been nerfed and it is riskier to do, it continues to be an important tool in Anna's gameplay. It is incredibly quick and + on block, which gives Anna an opportunity to continue her pressure. It can also be mixed up with her various mid options from HAM, including HAM2,1,2 or HAM2,2, which are also very fast and hard to react to. Because it is an elbow, it is unparryable by most of the cast. h, i13~14, +6 oB, +30a (+20) oH
Anna's only low from Hammer Chance. It is i20, homing, and has high crushing properties. It can even crush specific 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. HAM 3 is also great to use against opponents who step and, as HAM is steppable to the right.L, i20~21, -14 oB, -3 oH, +6c oCH
Combos
DF2QCF1 → UF2 → HAM 2,1 → B4 → HAM 2,2 → TOM3 → CJM UF3 → DB2 → TOM2
WS24 → UF2 → HAM 2,1 → B4 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → 2
DB3 | FC DF2 | QCF2,1 | Low ParryWS3 → D3,3 → B4 → DB → UF2 → HAM 2,1 → WR3,2
ROLL 4 | UF4QCF1 → D4,1 → B4 → DB → UF2 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM 2
CH QCF1QCF1 → UF3 → QCF1 → D4,1 → B4 → HAM 2,2 → TOM 3 → CJM UF3 → DB2 → TOM 2
Beginner Combos
DF2 | WS22,2 → HAM 2,1 → B4 → HAM 2,2 → TOM 3 → CJM 2,1
FF4D4,1 → B4 → HAM 2,2 → TOM3 → CJM2,1
UF4 | CH QCF1DF3,2 → HAM 2,1 → B4 → HAM 2,2 → TOM3 → dash CJM2,1 → F3 → HAM 2,1
CH ROLL 3WS3 → CJM UF4 → B4 → HAM 2,1 → UF2 → HAM 1
Notable Moves
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 give 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
One of Anna's mid options from FC and CJM. It is a low-crushing mid and 0 on block, but linear and fairly slow, being i23. However, when in heat, it has two bazooka shot extensions that can either leave Anna +4 on block and debuff (UF3,1) or leave Anna -1 on block with great pushback and more damage (UF3,2). Both extension wallsplat and are guaranteed if the first hit lands. UF3 can be a great tool to use as a mix-up with FC DF2, and is considered a safer alternative to WS2 and FC DF1, depending on the opponent. UF3 is deemed an overall better option because it cannot be punished on block, gives decent damage, and guarantees stomp (D3+4) on hit. UF3 also wallsplats. Because UF3 is also 0 on block, Anna can either continue her pressure or play more patiently. UF3, however, is slower and more linear than WS2 and FC DF1, and can be reactable when mixing with FC DF2. The UF3 vs. FC DF1 vs. WS2 debate becomes important depending on the opponent's playstyle; if the opponent steps, if they can react to slower moves, and how effective their punishes are. UF3 is generally considered to be the safest, albeit slowest and most linear option out of the three.m, i23~24, +0 oB, +27d oH
One of Anna's mid options from FC. It is an i16 mid launcher, tracks to Anna's left side, and is -13 on block. It is Anna's riskiest mid from FC but gives her the highest reward and most damage. It is useful when holding FC and forcing the opponent to guess. It is also a great mixup against FC DF2 because it tracks to her weak side. While it tracks left, it is linear to the right and can cause her to be launched. Anna also becomes prone to being punished by characters with greater i13 or quicker punishes. Out of the three mid options from FC, it is the only one that does not wallsplat. The UF3 vs. FC DF1 vs. WS2 debate becomes important depending on the opponent's playstyle; if the opponent steps, if they can react to slower moves, and how effective their punishes are. WS2 is considered to be the riskiest with the highest reward, giving her very good damage when comparing with FC DF1 and UF3. m, i16~17, -13 oB, +27a (+17) oH
One of Anna's mid options from FC. It is an i20 heat-engaging mid that had the frames nerfed in Season 3. It is now -12 on block, but continues to have great tracking to her right. It wall splats and can heat dash on hit. It has the exact same frames as her FC DF2 low launcher, making it a true mixup. FC DF1 is a better alternative to WS2 and UF3 because it becomes much safer after using it as a heat dash, which leaves her +5 on block. Technically, this is considered the only mid from FC that becomes + on block, at the cost of her losing her heat. If the opponent guesses wrong, however, Anna can heat dash and combo from it, giving her decent damage and possibly closing out rounds. It can also be used to catch opponents stepping to the right and ducking. FC DF1 becomes riskier to use if the opponent has a strong i12 or faster punish. The UF3 vs. FC DF1 vs. WS2 debate becomes important depending on the opponent's playstyle; if the opponent steps, if they can react to slower moves, and how effective their punishes are. FC DF1 is a medium-risk/medium-reward option, not giving her the most reward by itself, but becoming much safer and more rewarding when used as a heat dash.m, i20, -12 oB, +21d (+11) oH
Anna's fastest low. It is i16 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 any character with an i15 or faster WS punish. DF4 is a great low poke to use because of its quickness and tracking to her right side. Because it is +5 on hit, she can continue her pressure with plethora of quick pokes and overwhelm the opponent. Although it is risky, it can be mixed with DB4, as DB4 is only 1f slower, but only -13 on block. They also have similar animations, and both track right, which can throw off the opponent. The opponent will also have to guess between DF4 or Anna's mid pokes, such as DF1,2, D2, or even DF2. The move only becomes less viable when the opponent steps to the left or blocks the low.L, i16~17, -15 oB, +5c oH, +25d oCH
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. Because she is so + on hit, the opponent is almost unable to step or interrupt her in CJM. On counter hit, she becomes +12, giving her a guaranteed CJM 2,1 i10 heat engager that wallsplats, or her CJM 3,2, i12 mid-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 is also great to interrupt aggressive opponents by doing an instant WS input. m, i11~12, -3 oB, +8 oH, +12 oCH
Anna's signature high elbow. It is +1 on block and +3 on hit, launches the opponent on CH, and also has a blue spark input for more damage. It has strong tracking to Anna's left side and can be done in FC, which further strengthens Anna's FC mixups. Because Anna is weak to the left in FC, QCF1 can catch those who step and interrupt, while minimizing her risk. It also covers decent range and has above-average whiff recovery, which can help her close the gap. However, frequent use of QCF1 can make Anna incredibly predictable, and it being +1 on block and +3 on hit means she can still be challenged if Anna decides to do a slower followup. This move is a slower, more rewarding alternative to 2 jab, as it is usually used to catch opponents who play aggressively. Because it is an elbow, it is unparryable by most of the cast. h, i13~17, +1~+5 oB, +3~+7 oH, +47a (+37) oCH
Anna's mid option from her HAM stance. While it is a slower mid option compared to her other moves in Hammer Chance, being i18, it crushes high moves, wall splats, and has strong tracking properties, catching characters with strong sidesteps and practically being a homing move. It is +6 on hit and -12 on block, but has enough pushback and leaves her in crouch. This means that characters without an i12 mid can effectively punish it. This move can be used to mix the opponent with HAM 3 as they have similar frames and animations, and are both moves with strong tracking. It can also be a much safer mid alternative to HAM 2,1,2 and HAM 2,2, albeit with less reward. However, it can be risky to use against characters with strong i12 mids and can be punished with crouch grabs, including Azucena's and Jack's D1+3. This can shift her balance between her risk/reward and make it unviable in certain matchups.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
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. However, it covers a great amount of range and can be a good whiff punisher. It can also 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. QCF2,1 can also be done from crouch, giving Anna another option to mix up her opponent from FC. It is also a double-elbow move, meaning that it cannot be parried by most characters.m, m, i16, -16 oB, +67a (+51) oH
Anna's low-high from CJM stance. It guarantees both hits if the first hit lands. It is i15, +7 on hit, -7 on block, and high crushes. If the opponent blocks the first hit, the second hit will automatically whiff, and Anna will get launched. CJM D3,3 also cannot be delayed. However, if the opponent tries to step, only the first hit will whiff to the left, while the second hit will track both sides. Anna can also only perform the first hit, CJM D3, for a much safer option, albeit for a much less satisying reward. CJM D3 is 0 on hit, -11 on block, and steppable to the left, therefore only being susceptible to i11 WS punishes. This can be useful against opponents who do not have a rewarding i11 WS punish or if Anna wants to minimize her risk. Anna can also choose to continue her pressure or play patient after doing CJM D3, as it is 0 on hit and leaves her in crouch. This string has a similar importance as her other key moves, in that it establishes a mind game: Anna can commit to the string if the opponent tries to step it, or if she wants to resort to more damage and be left very + on hit to continue her offense. If Anna wants to minimize her risk at the cost of reward, she can only perform CJM D3 and only worry about getting stepped to the left or having the move blocked and punished with an i11 WS move. If she hits the opponent with CJM D3, she can then establish a mixup through FC, or block opponents who wish to interrupt.L, h, i15, -7 oB, +7 oH
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 is also useful against characters who step right. It can also initiate an 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
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. On trade, Anna can get a guaranteed QCF2,1, as it becomes +17. However, 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 unreactable and can be mixed up with her plethora of fast mids from CJM or her CJM D3,3. Anna can also continue her pressure on hit, as she is incredibly + has many fast pokes to catch opponents who choose to step or interrupt.h, i11~12, +0 oB, +7 oH, +14 oCH
Anna's high-mid, heat-engaging string from CJM stance. It is i10, and -11 on block. It tracks to Anna's right side, wallsplats on hit, 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. In Season 3, it has lost its heat dash combo property and now only knocks down for guaranteed followup. It continues to be a useful tool to catch opponents who mash when Anna is in CJM. It can be a good trap when performing moves that transition to CJM, such as D4,1 CJM and DF1,2,3 CJM. However, because it is unsafe, it is less viable when against patient opponents with good defense.h, m, i10, -11 oB, +24a (+19) oH
HAM2,1,2 and HAM2,2 are Anna's mid options from her Hammer Chance stance. HAM2 is her fastest mid from Hammer Chance, being i15, +3 on hit, and -9 on block. By itself, HAM2 is her least rewarding mid, but becomes incredibly more rewarding when using her extensions: HAM 2,1,2 is her mid-high-mid extension that is all guaranteed on normal hit. The second hit can wall splat for a wall combo. It is -3 on block but can be ducked. The third hit is +2 on block and can floor break. HAM 2,2 is Anna's mid-mid extension that is -14 on block, but on hit, gives a guaranteed followup in TOM stance. Both hits have incredible range and similar damage, but can be side walked to the right. They are considered a true mixup, as if the opponent doesn't step right, they must guess between holding HAM2,1,2, which leaves Anna + and in crouch, or risk ducking and getting hit by HAM2,2. This string can also be mixed with HAM3 and HAM4. Conditioning the opponent with these moves will force them to avoid stepping and stay locked down, giving Anna the opportunity to use HAM2 and its extensions to mix the opponent.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. It also has decent range and is her most damaging i13 move. h, h, i13~14, -9 oB, +5 oH
Anna's only low from sidestep. 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. The majority of Anna's lows are at least -13, which makes this move much more important depending on the opponent. It reduces Anna's overall risk while also creating an opportunity for Anna to initiate an FC mixup or play patient. She can also mixup the opponent when she sidesteps by doing SS3 or her risky but more rewarding mid sidestep, SS1+2.L, i20~21, -12 oB, +0 oH, +14g oCH
Anna's mid option from sidestep. It is i21, +4 on block, +8 on hit, and forces the opponent in crouch. On CH, it knocks down, giving Anna a guaranteed stomp (OTG. D3+4). This move can also trap most characters who choose to step left after blocking it. Anna can use DF1,2 to catch those who step left after SS3. This conditions the opponent to step the other way, which then gives Anna the opportunity to do B2,2. 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
Anna's mid homing move that is i19, -9 on block, and +11 on hit. On hit, it auto transitions to HAM. It is also much more + and wallsplats on CH. Because it is very + on hit, the opponent is 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. However, it is quite slow compared to her other homing moves and she loses her turn when it is blocked. m, i19~21, -9 oB, +11g oH, +17g oCH
Panic Moves
Anna's i10 jab that, while lost its CH property in Season 3, continues to be a great panic poke tool to use, giving her many options; this includes following up with an extension and transitioning to Hammer Chance.h, i10, -3 oB, +3 oH
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
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
Anna's powercrush from neutralm, i20~21, -13 oB, +20a (+15) oH
i11 WS move that is not only an important punish, but can be used to interrupt aggressive and stubborn opponents. Can also be used as a frame trap when Anna uses various moves that leave her in FC. Retained its CH property in Season 3.m, i11~12, -3 oB, +8 oH, +12 oCH
Knowledge Checks
Anna players can throw out the high extension of DF1,2 as it is delayable, tracks, and wallsplats. It can be ducked and launched, but cannot be stepped.m, h, h, i13~14, -5 oB, +20a (+11) oH
The third hit is -11 on block, but is considered safe because of the pushback. The second hit can also be delayed. On CH, the first and second hit are guaranteed The second and third hit can be stepped both ways. The second hit can also be ducked and launched.m, h, M, i14, -11~+1 oB, +9a (-1) oH
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
The overhead swing leaves Anna only +2 on block and left in crouch. The second hit can be ducked and the string itself can be stepped to the right. Some characters can interrupt between the second and third hit with a parry or power crush.m, h, M, i15~16, +2c oB, +17a (+7) oH
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
This is a mid, high, mid string that is all guaranteed on CH. The first hit is -2 on block. The second hit is -11 on block and can be ducked. The third hit is -12 on block and can be delayed.m, h, m, i16~17, -12 oB, +20a (+15) oH, +29d (+21) oCH
Defensive Move Handling
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. This move is more commonly used when she performs a heat engager, such as 3+4 and HAM1L, h, i24, -9 oB, +14a (+5) oH
The string is a mid-mid that can be stepped to the right. If the string hits, it gives a guaranteed followup from TOM stance. The second hit is -14 on block with little pushback. Characters with i14 launchers, such as Bryan and Lars, can punish this string consistently. Other characters can use their i14 or faster heat engagers, or strong punishment tools.m, M, i15~16, -14 oB, +33a oH
This low poke looks like it is safe, but it is actually -15 on block, leaving Anna exposed to being launched by the majority of the roster. It tracks to the right, gives a knockdown with guaranteed followup on CH, and is quick and unreactable at i16. It can be mixed with DB4 which is i17 and -13 on block. Both lows are steppable to the left.L, i16~17, -15 oB, +5c oH, +25d oCH
This string, as well as all of her moves in CJM, can be stepped to the left. The opponent can rage art between the first and second hits. Characters can also armor, although the bazooka shots will greatly damage them in the process.m, m, i12~14, -14~+35 oB, +21a (+11) oH
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 method, as it catches Anna as she performs her third hit, and can punish her if she only does the first two hits.h, m, m,m, i13, -4 oB, +78a (+62) oH
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. If Anna decides to do D4,1 CJM, the opponent will be unable to duck and punish, and instead, will throw out a move from standing. If the opponent does not know this, Anna can take advantage and possibly win the match. A good tool for both D4,1 and D4,1 CJM is to down jab or low poke. This will condition Anna to commit to holding CJM to low parry the down jab/low poke. The opponent can then take advantage of this and then launch her for it.l, h, i12, +0 oB, +6 oH, +11 oCH
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 blockedL, SL, i16~20, -16~+33g oB, +19a (+9) oH