Anna |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Anna movelist (Tekken 7).
Heat
Input
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
- H.HAM.2+3
- H.CJM.2+3
H.2+3
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
- Transition to attack throw on hit
- Jails
- ws3+4
- CJM.3+4
3+4
- Hip attack, unparryable by traditional parries, Asuka, Nina, etc
f,F+3,2
- Combo from 1st hit with 5f delay
- 6 chip damage on block
- 7 chip damage on block in heat
CJM.2,1
- Combo from 1st hit with 6f delay
1,2,1,H.2
- Combo from 3rd CH
- Jails from 4th hit
- Partially uses remaining Heat time
uf+3,H.1
- Combo from 1st hit
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
- 6 chip damage on block
- Partially uses remaining Heat time
uf+3,H.2
- Combo from 1st hit
- Chip damage on block
- Partially uses remaining Heat time
f,f,F+3,H.2
- Combo from 1st CH
- Jails from 2nd hit
- Chip damage on block
- Partially uses remaining Heat time
FC.df+2~H.1
- Jail from 1st attack
- Instant Tornado on hit
- Chip damage on block
- Partially uses remaining Heat time
CJM.3,H.2
- Combo from 1st hit
- Jails from 2nd hit
- Chip damage on block
- Partially uses remaining Heat time
n
Input
1,2
- Jail from 1st attack with 4f delay
- Enter HAM +0 +11 r19 with F
1,2,1
- Jail from 1st attack with 3f delay
- Combo from 1st hit with 4f delay
- Input can be delayed 10f
1,2,1,2
- Combo from 3rd CH
- Chip damage on block
1,2,1,4
- Chip damage on block
1,2,2
- Transition to HAM on hit automatically
1,2,4
- Combo from 2nd CH
2,2
- Combo from 1st CH
- High evasion
- Interrupt with i11 from 1st block
- Input can be delayed 5f
- Transition to HAM on hit automatically
2,3
- Jail from 1st attack
- Combo from 1st hit with ?f delay
- Input can be delayed 2f
2,4
- Combo from 1st CH with 9f delay
- Input can be delayed 10f
4,2,1+2
- Combo from 2nd hit
- Combo from 1st CH
1+2
- Enter TOM +3 +8 with F on hit only
- 100% recoverable damage
- ws3+4
- CJM.3+4
3+4
- Hip attack, unparryable by traditional parries, Asuka, Nina, etc
f
Input
f+2,3
- Combo from 1st hit
- Input can be delayed 12f
- Move can be delayed 7f
f+3
- Enter r23 FC with db on frame 13
- Enter r16 CJM with b+3 on frame 13
- HAM
df
Input
df+1,2
- Jail from 1st attack
- Enter HAM +0 +7 +14 with F
df+1,2,3
- js17~26
- fs27~29
- Combo from 2nd CH
- Cancel to CJM -17 -10 -3 r35 with B on frame 20
df+1,2,4
- Combo from 2nd CH with 10f delay
- Input can be delayed 10f
- Move can be delayed 8f
df+3,1
- Cancel to CJM -15 -4 -3 r33 with B on frame 14
- Cancel to SS -10 +1 +2 r37 with U_D on frame 28
- r43 when blocking after SS
df+3,1,1
- ,js21~50
- fs51~53
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
- Unpunishable on block due to pushback
- Interrupt with i12 from 2nd block
- 5 Chip damage on block
df+3,1,2
- ,js21~50
- fs51~53
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
- Unpunishable on block due to pushback
- Interrupt with i12 from 2nd block
- 7 Chip damage on block
df+3,1,4
- Combo from 1st CH
- Combo from 2nd hit with 10f delay
- Input can be delayed 10f
- Move can be delayed 8f
df+3,2
- Combo from 1st hit with 10f delay
- Input can be delayed 10f
- Enter HAM -2 +4 +10 r21 with F
df+3,2,2
- Combo from 2nd CH
- Input can be delayed 10f
- Move can be delayed 5f
- Transition to HAM on hit automatically
df+3,2,4
- Combo from 2nd CH with 9f delay
- Input can be delayed 10f
df+3,3+4
- Input can be delayed 10f
- Instant Tornado only if both knees connect
- +27a (+17) if only the last hit connects
d
Input
d+3,2
- Combo from 1st CH
d+3,4,1
- Combo from 2nd hit
- Combo from 1st CH
d+4,1
- Combo from 1st CH with 5f delay
- Input can be delayed 9f
- Cancel to SS -21 +7 r32 with U_D on frame 23
- Cancel to CJM -10 +1 r29 with B on frame 14
- r38 when blocking after SS
d+4,1~4
- Cancel to this move takes 6f
db
Input
db+1,2
- Combo from 1st CH with 8f delay
- Input can be delayed 15f
db+1,4
- Combo from 1st CH with 9f delay
- Input can be delayed 15f
db+2
- Transition to r31 TOM on hit automatically
- +13a (+4) on BT hit
db+3
- Stagger on block
- Instant Tornado on hit
db+4
- Transition to r26 HAM on hit automatically
- Cancel HAM transition -13 +3c +8 with B
db+3+4,4
- ,js18~29
- fs30~32
- Combo from 1st hit on clean hit
- Combo from 1st CH with no clean hit
b
b+1,2,2
- Combo from 1st CH
- Combo from 2nd CH with 9f delay
- Input can be delayed 15f
b+2,2
- Combo from 1st hit
- Female characters can slap back with 2 on hit
- Male characters can slap back with 2 on hit (likely a bug)
b+3
- Actionable after 16f
- i3? low parry: parries all lows (including Heat Smash lows)
- i3? throw parry: +0d and 25 damage
- Enter HAM with f+3 on frame 16
b+4
- Transition to r24 HAM on hit automatically
b+1+2
- -8 on block after absorbing an attack
- Deals chip damage on block after attack absorbtion
b+1+3
- Parries high or mid punches or kicks
- Can side switch depending on the parried attack
u
Input
- ub+1,3
- u+1,3
uf+1,3
- Combo from 1st CH with 12f delay
- Input can be delayed 12f
- Move can be delayed 11f
- ub+1,3,3+4
- u+1,3,3+4
uf+1,3,3+4
- Combo from 2nd hit with 5f delay
- Combo from 1st CH
- +27a (+18) if only the last hit connects
- Instant Tornado on hit
- ub+2
- u+2
uf+2
- Transition to r27 HAM on hit automatically
- Instant Tornado on CH
- ub+3
- u+3
uf+3
- js9~30
- fs31~33
- Power up in Heat
- ub+4
- u+4
uf+4
- js13~31
- fs32~34
- 18 damage when using ub+4
Motion Input
Input
f,F+2
- 6 chip damage on block
- 7 chip damage on block in heat
f,F+3,2
- Combo from 1st hit with 5f delay
- 6 chip damage on block
- 7 chip damage on block in heat
f,F+3,3
- Combo from 1st hit with 5f delay
f,F+4
- Enter CJM +6 +20a r28 with B
- Chip damage on block
f,F+1+2*
- 12 chip damage on block
f,F+3+4
- CH advantage is for the first hit
qcf+1
- Can be buffered
- Chip damage on block
- Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
qcf+2,1
- Combo from 1st hit with 8f delay
- Input can be delayed 8f
- Move can be delayed 7f
- Can be buffered
- Cancel to CJM -13 +2 r34 with B on frame 14
f,f,F+2,4
- ,js27~45
- fs46~48
- Combo from 1st hit
f,f,F+3,2
- Combo from 1st CH
- Chip damage on block
- Power up in Heat
f,f,F+4
- js14~29
- fs30~32
- Chip damage on block
- Hitstop 20f on hit
Crouch
Input
FC.df+2
- Instant Tornado on hit
- Recovers 6f faster on hit
- Deals only 6 damage when using its follow up attack in Heat
WS
Input
ws1,2
- Transition to r30 TOM on hit automatically
- Combo from 1st hit with 9?f delay
- Input can be delayed 9?f
- Move can be delayed 5?f
ws1+2
- -9 on block after absorbing an attack
- Deals chip damage after attack absorbtion
HAM (Hammer Chance)
Input
f+3
- Enter r23 FC with db on frame 13
- Enter r16 CJM with b+3 on frame 13
- HAM
HAM.2,1
- Combo from 1st hit
- 4 chip damage on block
HAM.2,1,2
- Combo from 1st hit
- 6 chip damage on block
- 9 chip damage on block in heat
HAM.2,2
- Combo from 1st hit
- Transition to r34 TOM on hit automatically
- Steel Pedal
- 6 chip damage on block
HAM.3
- Cancel to CJM -7 +4 +13 r25 with B
HAM.1+2
- 6 chip damage on block
- 9 chip damage on block in heat
HAM.1+3,1
- Throw break 1
- 15 damage to Anna on break
HAM.1+3,2
- Throw break 2
- 15 damage to Anna on break
HAM.b+3
- Actionable after 16f
- i3? low parry: parries all lows (including Heat Smash lows)
- i3? throw parry: +0d and 25 damage
- Enter HAM with f+3 on frame 16
CJM (Chaos Judgement)
Input
b+3
- Actionable after 16f
- i3? low parry: parries all lows (including Heat Smash lows)
- i3? throw parry: +0d and 25 damage
- Enter HAM with f+3 on frame 16
CJM.2,1
- Combo from 1st hit with 6f delay
CJM.3,2
- Combo from 1st hit
- Chip damage on block
CJM.4
- -9 on block after absorbing an attack
- Deals chip damage on block after attack absorbtion
CJM.1+2
- 4 chip damage on block
- 7 chip damage on block in heat
CJM.d+3,3
- Combo from 1st hit
CJM.uf+1
- js9~37
- fs38~40
- Chip damage on block
- Unpunishable on block due to pushback
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
CJM.uf+2
- js9~37
- fs38~40
- Chip damage on block
- Unpunishable on block due to pushback
- CJM.ub+3
- CJM.u+3
CJM.uf+3
- js9~30
- fs31~33
- Power up in Heat
- CJM.ub+4
- CJM.u+4
CJM.uf+4
- js8~29
- fs30~32
CJM.f+3
- Enter r23 FC with db on frame 13
- Enter r16 CJM with b+3 on frame 13
- HAM
ROLL.3
- CJM.df,3
- CJM.df+3
ROLL.4
- ,cs39~69
- js20~35
- fs36~38
- Chip damage on block
- Roll adds minimum 20f, effective startup i40
- CJM.df,4
- CJM.df+4
TOM (Pleasure Time)
Input
db+2
- Transition to r31 TOM on hit automatically
- Following moves enter Pleasure Time automatically on hit:
- db+2
- ws1,2
- HAM.2,2
- TOM
TOM.1
- Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
- 4 chip damage on block
- 9 chip damage on block in Heat
- Power up in Heat: +10 damage
TOM.2
- 12 chip damage on block
- 16 chip damage on block in heat
- Power up in Heat: +10 damage
TOM.3
- Actionable after 16f
- i3? low parry: parries all lows (including Heat Smash lows)
- i3? throw parry: +0d and 25 damage
- Enter HAM with f+3 on frame 16
Others
Input
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
- Ki Charge
- Supercharger
1+2+3+4
- Can't block for 5 seconds
- CH state on you for 5 seconds (Tekken 7 and prior games)
- 50% damage increase on the next attack for 5 seconds (Tekken 8 season 2 patch onward)
SS.2
- Sidestep adds minimum 9f, effective startup i29~30
SS.3
- Sidestep adds minimum 9f, effective startup i30~32
SS.1+2
- Sidestep adds minimum 9f, effective startup i28~29
BT.1
- Links to 1 jab extensions
- Combo into extensions on CH
OTG.d+3+4
- Partially restores remaining Heat time on hit
Throws
Input
- Overhead Toss
- Jumping Flip
uf+1+2
- Throw break 1+2
- Opponent can tech roll to reduce damage to 30
- 45 damage on wall splat
- Side switch on break, Anna recovers side turned
HAM.1+3,1
- Throw break 1
- 15 damage to Anna on break
HAM.1+3,2
- Throw break 2
- 15 damage to Anna on break
10 strings
Input
df+3,2
- Combo from 1st hit with 10f delay
- Input can be delayed 10f
- Enter HAM -2 +4 +10 r21 with F