annaanna Tekken 8 Season 3 Guide


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.
Strengths
- Pokes: Anna's pokes are quick, safe, oppressive, and leave her very + on hit.
- 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. Many of her moves force the opponent to stay in crouch.
- Damage: Anna has very high damaging combos and strings
Weaknesses
- Most of Anna's key pokes, moves in CJM and FC are steppable to the left. Hammer Chance strings are steppable to the right (with the exception of HAM3 and HAM4)
- Below-average punishment
- Lacks CH launchers and guaranteed followups on CH
- Struggles against characters with strong and quick parries, strong movement, and quick WS launchers
Heat System
- Anna's heat system quite literally overbuffs her moves and strings that involve her using 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). With the Season 3 nerfs, only Anna's FC DF1, and FF3,2 give her a combo after heat dash, while her remaining heat dash moves give her a knockdown (3+4, CJM 2,1, HAM 1). Anna's heat smash has been unchanged and remains an i13 high crushing move that does 50 damage, wall splats, and debuffs the opponent on hit.