Anna combos

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Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
df+3,2,DF~1 f+3,2 S! wr2,3
Crouching recovery (e.g. CH FUFT.3)
combo here

Mini-combos

CH d+2
CH df+4
FC.f+2
db+3+4
db+3
d+3+4
SS.3
b+2,2
db+3+4
f,f d+3,4,1
CJM.1
b+2,2 db+3+4
b+2,2 f,f d+3,4,1
f+2+3
df+3,4
3,4
R.b+1+2

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Most if not all of Anna's staples require qcf+1 filler to get the most out of her damage. The reason being is that there is a huge difference in damage, most of her combos that don't use qcf+1 filler do around 58-64 damage. qcf+1 combos carry further and do around 64-70 damage.

Another thing with Anna, if your playing her on an infinite stage or if the wall is too far, opt for ending your combos with db+1,4 be sure to delay the 4 so it spikes them, giving you extra damage that is not scaled down because of the combo.

Example would be if you were to use her df+2 staple, ending the combo with wr2,3 that would net you 58 damage, ending it with db+1,4 would give you 64.

[13] df+2
[21] UF+4
[22] ws2
[12] SS 1+2
[24] CH d+3,2
[20] CJM.uf+4
[25] CH (1,2),1,4
[+51] qcf+1 2 qcf+1 f+3,2 S! wr2,3
[+49] qcf+1 1 qcf+1 f+3,2 S! wr2,3
[+45] df+3,2,DF~1 f+3,2 S! wr2,3
[27] CH qcf+1
[+53] qcf+1 df+3,2,df~1 f+3,2 S! wr2,3 [1]
[+51] qcf+1 2 qcf+1 f+3,2 S! wr2,3
[+49] qcf+1 1 qcf+1 f+3,2 S! wr2,3
[20] CH qcf+2
[+46] df+1 df+3,2,DF~1 f+3,2 S! wr2,3
[+41] [2],1,B~d+3,3 f+2 f+3,2 S! wr2,3
CH 4
[58] b+4 S! qcf+1 1 qcf+1 f+3,2[3]
[55] b4 S! qcf+1 1 f,f 1 wr2,3[4]
[54] b+4 S! df+1 df+3,2,DF~2,1
[49] f,f d+4,1 f+2,3 S! wr2,3[5]
[21] FC.df+2~1
[+42] FC.d+4,1 qcf+1 f+3,2 S! wr2,3
[+38] FC.d+4,1 f+2 f+3,2 S! wr2,3
low parry
[45] df+3,2,DF~1 f+3,2 S! wr2,3
[49] qcf+1 1 qcf+1 f+3,2 S! wr2,3
  1. Tendency for the screw to completely whiff
  2. Route for if you finish the string on CH.
  3. Need to be on point with the dash up to connect qcf+1 after b+4 S!, also has a tendency for the ender to whiff.
  4. Has excellent wall carry, but getting the wr2,3 is extremely hard.
  5. Has excellent wall carry Mostly works on tip range due to micro dash pickup using d+4,1.

Rage

df+2
combo for df+2 with rage here

Wall

Regular carry (30% scaling)
combo here

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+3,3,3,1
1+3
2+4

Deals massive damage; may require a microdash.

df+2
combo when you hit df+2 in the back

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links