Anna

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Anna
Heat
  • Gains extra hits on:
  • 1,2,1,2
  • f,f,F+3,2
  • CJM.3,2
  • Gains uf+3,1 and FC.df+2,1 extensions
Heat Smash Mid, i13~14, -5
Heat Engagers
  • 3+4
  • f,F+3,2
  • FC.df+1
  • HAM.1
  • CJM.2,1
Stances
  • HAM (Hammer Chance) – f+3
  • CJM (Chaos Judgement) – b+3
  • TOM (Pleasure Time) – db+2
Fastest
Launch
  • i14 – 3+4 (with Heat)
  • i15 – df+2
CH launch
  • i11 – 4,1,1+2 (high)
  • i13 – qcf+1 (high)
Wall splat
  • i14 – f+2,3 (standing)
  • i16 – qcf+2,1 (crouching or standing)
Archetypal moves
Parry b+1+3 (high or mid punches or kicks)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4 (i18)
Stature kick db+4
Power low db+3+4,4
Snake edge db+3
Slash kick
  • wr4
  • wr1+2
Generic moves
Remapped (none)
Missing
  • d+2
  • uf,n,4
External links
Lore Anna Williams
Twitter #T8_Anna
Discord Anna's Scarlet Roulette

This page is for Tekken 8. For Tekken 7, see Anna (Tekken 7).

Anna is an extremely aggressive, high-risk high-reward character. Her kit revolves around dangerous 50/50s and mix-ups. And now armed with a bazooka-mace aka "Lovely Tom", her style has truly distanced itself from her sister's, returning Anna players will need to unlearn a lot of habits in order to use Anna effectively in this game. Attacks involving her weapon deal considerable chip damage, and also allows her to inflict a debuff called "Fragile" on opponents putting them into a weakened state, making them take chip damage from any move even without heat, complimenting her style that prefers rushdown.

Her new stances - Hammer Chance (HAM) and Pleasure Time (TOM) - open up even more options, making her even more unpredictable than ever. These stances lead to Anna using Lovely Tom, improving her range and tracking capabilities considerably. Her Chaos Judgement (CJM) stance also leads to various strong options, while in CJM she auto-launches any low attacks (including generic dickjabs) and auto-reversals any throw. With execution, experienced Anna players can exploit her string cancels into sidestep and other stances, making her even harder to read.

Because of her explosive and risky moves, when opponents DO get a read on her she usually gets launched or punished brutally - but it's the best way to play her as her risky moves give the highest damage potential in the game. Defensive gameplay is a struggle for her, as her punishes are either very weak or have poor range. She also has to make do with a moveset that is very steppable and duckable, although the opponent is also taking a risk because Anna usually has alternatives to cover these weaknesses.

Strengths
  • Mix-ups. Her plethora of different options through her stances and strings allow her to be unpredictable.
  • High-damaging Lows. A lot of her low moves lead into combos or guaranteed follow-ups.
  • High Chip Damage. Attacks involving her bazooka-mace deal considerable amount of chip damage. She can also debuff the opponent into a "Fragile" state, making them take chip damage from any attack, and additional chip damage from those that already deal chip.
  • Defensive Reads. Her CJM Stance and Command Parry allow her to make confident reads that stop opponents in their tracks.
Weaknesses
  • No Accent. Despite being Irish.
Blue Spark qcf+1
importance
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rhythm
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HAM f+3 Cancel
importance
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value
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dexterity
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rhythm
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External links