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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 poking tools, while also making the opponent 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 to where she can do 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: Through Hammer Chance, Anna can initiate high-damaging combos, whether it be short or long combos.

Weaknesses

  • Most of Anna's key pokes and Hammer Chance strings are steppable to the right.
  • Below-average punishment
  • Struggles against characters with good backdashes and sidesteps (Alisa, Lili, Zafina)
  • Struggles against characters with 13f WS launchers (Kazuya, Eddy)

Heat System

  • Anna's heat system literally overbuffs her moves and strings that involve her launching her bazooka. Some strings give her more bazooka shots (CJM 3,2, WR3,2, 1,2,1,2) and become safe on block. Other moves give her a bazooka extension in heat (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. 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, and can be cancelled into CJM, creating even more mixups 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 gives a guaranteed 3+4 or 3,2 on CH. DF1,2 extensions are recommended to be used if the opponent is impatient and aggressive.
m, h, i13~14, -5 oB, +2 oH, +9 oCH

2

An amazing i10 jab that, while it doesn't give a lot of reward by itself, becomes incredibly useful in CH. This jab can be transitioned to HAM, making Anna +1 on block. When cancelling from HAM becomes safe on block. On CH, it gives a guaranteed HAM 1, or heatsmash. This move is incredibly useful to use when interrupting aggressive opponents, or initiating offense through pokes. 2 also has several extensions; 2,4 is her high extension that is a CH launcher. It is not natural and can only be guaranteed if 2 was hit as a CH. 2,3 is her mid extension that is guaranteed on normal hit if not delayed. It is -3 on block, +8 on hit, and transitions her to CJM regardless of whether the opponent blocks or gets hit. 2,2 is another mid extension that is also only guaranteed if 2 hits as a counter hit. On hit, she becomes +12 transitions to her Hammer Chance stance, initiating a mixup.
h, i10, -3 oB, +3 oH, +9 oCH

D4,1

A very useful tool to interrupt aggressive opponents, as well as to initiate offense through pokes. D4 itself is an i12 high crushing low that can be extended using D4,1. While the opponent can duck between the first and second hit, it is difficult for the opponent to effectively launch, as the string has good whiff recovery. D4,1 can be cancelled into CJM to create more mix-up opportunities for Anna. D4,1 can also be cancelled into sidestep in either direction, which can make it easier for opponents to whiff their punishers or have Anna block the punish entirely. 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.
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 is -13 on block and +6 on hit, transitioning to HAM. Landing DB4 HAM can catch opponents stepping with HAM 1. On CH, HAM 1 becomes guaranteed. The lower risk and higher reward make this move an incredibly important poking low. 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.
L, i17~18, -13 oB, +6c oH, +13 oCH

DB2

The definition of low risk-high reward: It is an i15 mid that is -9 on block with decent range and decent tracking that transitions to Pleasure Time on hit, forcing 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, forcing another mixup (TOM 3). DB2 is great at initiating a mix-up and forcing the opponent to guess while minimizing Anna's risk.
m, i15~16, -9 oB, +8s oH, +36d oCH

FC DF1

A low-risk, heat-engaging mid that is only -10 on block, becoming +5 when using it as a heat dash. On hit, it not only initiates heat, but it also wallsplats and becomes a combo starter when using it as a heat dash. It has the exact same frames (i20) 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 high reward while minimizing her risk.
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, as it tornadoes 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, not only does it do more damage, but it has an extension that can catch the opponent from range 4 if the opponent doesn't block low. 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.
h, i17~18, +4 oB, +15d oH

HAM 1

Anna's only high move from her Hammer Chance stance. Although it is a high, it is incredibly fast, being i13. It is also +6 on block with great whiff recovery. It is guaranteed on CH when doing 2 or DB4. On top of all that, it is a heat engager that also wallsplats. It is a great move to use to continue pressure while Anna is on the offensive.
h, i13~14, +6 oB, +30a (+20) oH

HAM 3

Anna's homing low from Hammer Chance. It is -3 on hit but +4 on hit when transitioning to CJM by holding back. It also high crushes, even crushing down jabs, and gives a guaranteed CJM 3,2 or CJM 2,1 on CH. It is only -14 on block, making it safe from characters who have an i15 WS launcher. When transitioning to CJM on block, it becomes -7, but leaves Anna exposed as she can't block in CJM. However, Anna can use her powercrush, CJM 4, to interrupt an opponent who tries to punish her HAM 3 CJM if the opponent tries to do an i14 or greater WS punish.
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

1,2,1

One of Anna's important pokes to interrupt aggressive opponents. It is a 10f string that is -4 on block, 0 on hit, and jails if the third hit isn't delayed. The string also 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. Both the mid and the high extension are guaranteed if the third hit counter hits the opponent.
h, h, h, i10, -4 oB, +0 oH

B2,2

Anna's high-homing move. It is an i13, jailing string that is safe on block at -9, and +5 on hit. It is a great tool to use when the opponent tries to step her after she's initiating pressure. it has decent range and decent recovery.
h, h, i13~14, -9 oB, +5 oH

B4

Anna's mid homing move that, while it isn't incredibly fast being i19, is safe on block at -9, and +11 on hit and auto transitioning to her Hammer Chance stance, initiating a full mixup. It is a great keepout tool for Anna, while also giving her offense and pressure when hitting.
m, i19~21, -9 oB, +11g oH

D2

Anna's mid poke that is +1 on block and +7 on hit. The move initiates crouch, locking down the opponent so Anna can continue her pressure. It is also a good move to use when mixing the opponent up with a low, such as DF4.
m, i16~17, +1 oB, +7c oH, +24d oCH

DF4

Anna's low poke. It is an i16 low that is +5 on hit and forces crouch. Unlike her DB4, DF4 is -15 on block, causing her to be launched by most characters. However, she can mix this low up with her DB4 low, which has similar animations and is only 1f slower, or her D2 mid option that is also i16 and forces crouch. On counter hit, it knocks the opponent down, giving her a guaranteed stomp (D3+4). It is a great tool to use when poking the opponent, mixing the opponent up with other lows or mids to continue pressure.
L, i16~17, -15 oB, +5c oH, +25d oCH

1+2

Anna's i16 homing guard break. It is +1 on block and +9 on hit. It can also be transitioned to her Pleasure time stance by holding forward on hit. On CH, 1+2 becomes +14, which guarantees 3,2, 3+4, or F2,3. This is incredibly useful when at the wall, as 3+4 and F2,3 can wallsplat. If Anna performs a CH 1+2 and transitions to Pleasure Time, she is able to get a guaranteed TOM1 or TOM2, which can also wallsplat. It is a great move to continue pressure and lock down the opponent.
m, i16~18, +1 oB, +9 oH, +14 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, and leaves Anna in CJM regardless if the opponent blocks or gets 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 1,2, 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.
m, i11~12, -3 oB, +8 oH, +12 oCH

UF3

Anna's low-crushing mid that knocks down the opponent on normal hit and gives her a guaranteed stomp. It is 0 on block, but linear to both the left and right side. It is also fairly slow, being an i23 move. However, it can be performed in neutral or in CJM, which gives Anna more opportunities when using this move to mix up opponents. It is also useful when Anna is in crouch, making the opponent guess if Anna will do her tracking low sweep, or her UF3.
m, i23~24, +0 oB, +27d oH

SS2

Anna's only low that isn't at least -13 on block. It is -12 on block, 0 on hit, and high crushes. On CH, she becomes +14. She does not receive any guaranteed follow-up if she counter hits, but she can continue her pressure. This move also leaves her in crouch, giving her an opportunity to mix the opponent up with an FC mixup. While it is a bit slow, being an i20 move, it can be mixed up with her other sidestep moves, such as SS3, that have similar frames. This move is great to use against opponents with i13 WS launchers, as it leaves Anna in a much less risky position.
L, i20~21, -12 oB, +0 oH, +14g oCH

SS3

Anna's mid option when performing a sidestep move. It can be mixed with SS2 being an i21 move. It is +4 on block, +8 on hit, and forces the opponent in crouch. On CH, it can knock down, giving Anna a guaranteed D3+4. This move is great for locking down the opponent and giving Anna more pressure.
M, i21~23, +4c oB, +8c oH, +25d oCH

F2,3

One of the few 14f punishers that Anna has. This move, however, is a wallsplatting, jailing high, high string with decent range and is delayable. However, if delaying, the opponent can duck the second hit. It is a great move to use when punishing by the wall and to minimize risk and punishment from the opponent.
h, h, i14, -7 oB, +12g oH

FF3,2

Anna's mid mid heat engager that is safe on block. While it is linear, the opponent must step the entire string to avoid getting 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 extension, FF3,3. Some characters' parries can interrupt FF3,2, and most can do their power crush in between the first and second hit. However, they are putting themselves at risk, as Anna can use FF3,3 to catch opponents who challenge her. This move has decent range, and can be mixed up with FF2, her homing high.
m, M, i15, -7 oB, +20d oH

QCF1

Anna's elbow is a + on block high move with decent whiff recovery. On counter hit, it can launch, giving Anna a full combo.
h, i13~17, +1~+5 oB, +3~+7 oH, +47a (+37) oCH

HAM 4

Anna's mid option from her Hammer Chance stance. This move crushes highs, wall splats, and has great tracking. It is practically considered a homing move, catching opponents who try to step either left or right. While it is -12 on block, its pushback is so great that it becomes safe.
m,m, i16~19 i4~6, -12 oB, +6 oH

HAM 2

HAM 2 is another one of Anna's mid options from her Hammer Chance stance. By itself, it is a safe on block mid with not much reward. However, it can be extended with HAM 2,1,2, Anna's mid, high, mid string, where the last hit is +2 on block and leaves Anna and her opponent in crouch. If the opponent ducks the second hit, Anna can mix them up with HAM 2,2, a mid mid version that gives her a guaranteed follow-up from any of her Pleasure Time stance moves (not including TOM3). This initiates a true 50/50 mix-up for Anna, causing the opponent to guess. If the opponent guesses wrong, he loses a large amount of health. If the opponent guesses right, Anna becomes incredibly vulnerable.
m, i15~16, -9 oB, +3 oH

Stances

Hammer Chance (HAM)

Can be done in neutral or 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 the opponent from interrupting.

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 or D4,1 B). 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.

Panic Moves

2

Anna's i10 jab with guaranteed follow-up on CH. Best against aggressive opponents.
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.
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

WS1+2

Anna's powercrush from FC. Great to use against opponents that force crouch and lockdown.
m, i20~21, -14 oB, +14a oH

Frame Traps

D2 2 CH > HAM 1
SS3 B2,2 or DF1,2
HAM 1 DB2 or DF4
CJM1+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.
m, h, h, i13~14, -5 oB, +20a (+11) oH, +14c oCH

QCF1

QCF1 looks like it is minus on block, but it is +1. Anna can do 2 after QCF1 to CH and get a guaranteed follow-up.
h, i13~17, +1~+5 oB, +3~+7 oH, +47a (+37) oCH

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.
h, h, h, h, i10, +4 oB, +32a (+22) oH

HAM 1+2 | HAM 2,1,2

The overhead swing leaves Anna only +2 on block and left in crouch. Stepping to the left causes Anna to whiff almost every move from WS and FC
M, i24~25, +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

Most of Anna's pokes are steppable to the right. Annas tend to use DF1,2 after performing a + on block move, and stepping to the right will make her poke whiff. After this, take advantage and punish/launch her.

Keep your distance

Anna excels much better in close range. She only has a few tools that can cover the mid range. Performing keepout moves will keep Anna at bay and make her less oppressive.

Wait for an opening

While Anna has strong poke tools, she is not as plus as she seems. Transitioning to Hammer Chance through her pokes leaves her exposed to i12 moves and below. Wait for an opening when against an Anna, especially an Anna that overuses transitioning to Hammer Chance after her DF1,2 or 2 pokes.

Counter with your own pokes

In a game focusing more on offense, it can be necessary to poke Anna back if she's on the offensive. Sometimes, even down jabbing can stop an Anna from continuing her oppression. However, it's important to know what good mid, high and low pokes your character has.

Defensive Move Handling

DF1,2,4

The third hit is duckable. Mashing will always lead to the opponent being CH. It tracks both sides, gives guaranteed follow-up on counter hit and wallsplats, and is delayable.
m, h, h, i13~14, -5 oB, +20a (+11) oH, +14c oCH

HAM 2,1,2

The second hit is duckable and gives you a decent window to launch Anna before the third hit lands. This string is also steppable to the left. If the opponent blocks it, they must now guess what the Anna will do, as she is +2 on block and left in crouch.
m, h, M, i15~16, +6c oB, +17a (+7) 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 16f.
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

D3,4,1

The second hit can be ducked and the third hit can be parried. The string guarantees everything if the first hit lands as a CH. The third hit is a CH launcher.
L, h, m, 16, -3 oB, +5c oH, +21a oCH

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 and the second hit guarantees an i10 move if the second hit lands as a CH
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, leading to over 60 damage in heat. It also high crushes.
L, SL, i16~20, -16~+33g oB, +19a (+9) oH

External Resources