Anna movelist

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Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.b+1+2

h
55–82
-9
+0d
i13
pc8~
r46
Damage increases with lower health
Rage Drive

R.qcf+2+3

m,​M
17,​20
+5~+7
+82a
i15 i32~34
r35 FC
Alternate input: df+2+3

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
+1
+8
i10
r17
Left Right Combo

1,2

h,​h
7,​10
-1
+5
,i10
r20
  • Jail from 1st attack with 4f delay
Left Right Left

1,​2,1

h,​h,​h
7,​10,​6
-3
+4
,i16
r21
  • Jail from 2nd block with 3f delay
  • Combo from 2nd CH hit with 9f delay
  • Input can be delayed 10f
Left Right Left to Frost Needle

1,​2,​1,4

h,​h,​h,​h
7,​10,​6,​18
+7~+8
+32a (+22)
,i20~21
,fs20~39
r37
Combo from 3rd CH
Jab Combo Low Kick

1,​2,​1,d+4

h,​h,​h,​L
7,​10,​6,​12
-13
-2
,i23
,cs10~
r32 FC
  • Combo from 3rd CH with 2f delay
  • Input can be delayed 11f
Left Right to Left Low Kick

1,​2,3

h,​h,​L
7,​10,​10
-14
-3
,i21
,cs10~
r33 FC
  • Combo from 2nd CH with 4f delay
  • Input can be delayed 10f
Jab Combo Roundhouse

1,​2,4

h,​h,​h
7,​10,​22
-6
+20a (+11)
+49a
,i22
r30
Tailspin
  • Combo from 2nd CH with 3f delay
  • Input can be delayed 10f
Jab Low Kick

1,4

h,​L
7,​12
-13
-2
,i23
,cs10~
r32 FC
Combo from 1st hit
Right Jab

2

h
10
+1
+7
i10
r18
Right Left

2,1

h,​h
10,​6
-3
+4
,i16
r21
  • Jail from 1st attack with 3f delay
  • Combo from 1st CH with 9f delay
  • Input can be delayed 10f
Right Left to Frost Needle

2,​1,4

h,​h,​h
10,​6,​18
+7~+8
+32a (+22)
,i20~21
,fs20~39
r37
Combo from 2nd CH
Biting Snake (Short)

2,​1,d+4

h,​h,​L
10,​6,​12
-13
-2
,i23
,cs10~
r32 FC
  • Combo from 2nd CH with 2f delay
  • Input can be delayed 11f
Straight Face Wash

2,3

h,​m
10,​14
-11~-10
+0~+1
,i19~20
r29
  • Combo from 1st hit only on if the second hit connects on i19, otherwise CH only
  • Combo from 1st CH with 6f delay
  • Input can be delayed 10f
Straight Face Wash to Chaos Judgment

2,3~b

h,​m
10,​14
-3~-2
+8~+9
,i19~20
r21 CJM
  • Combo from 1st hit only on if the second hit connects on i19, otherwise CH only
  • Combo from 1st CH with 6f delay
  • Input can be delayed 10f
Jab Roundhouse

2,4

h,​h
10,​22
-6
+20a (+11)
+49a
,i22
r30
Tailspin
  • Combo from 1st CH with 3f delay
  • Input can be delayed 10f
Jab Sweep

2,d+3

h,​L
10,​10
-14
-3
,i21
,cs10~
r33 FC
  • Combo from 1st CH with 4f delay
  • Input can be delayed 10f
Side Kick

3

h
14
-16
-5
i14
r35
Spike Combo

3,3

h,​L
14,​10
-17
-6
,i24
,cs18~
r36
Combo from 1st hit
Spike Combo to Right Uppercut

3,​3,2

h,​L,​m
14,​10,​10
-13
+28a (+18)
,i25~27
r30
Combo from 2nd CH
Spike Combo to Right High Kick

3,​3,4

h,​L,​h
14,​10,​18
-6
+5
+30a (+20)
,i20
r25
Combo from 2nd CH
Spike Combo to B Slap

3,​3,​4,1

h,​L,​h,​m
14,​10,​18,​20
+2c
+5c
+21a
,i29~30
r27
Spike
Head Ringer

3,4

h,​h
14,​20
-6
+20a (+11)
,i22
r30
Tailspin
  • Combo from 1st hit with 8f delay
  • Input can be delayed 10f
Right High Kick

4

h
15
-9
+8
+33a (+23)
i11
r28
Balcony break on CH
Right High Low Spin Kick

4,3

h,​L
15,​13
-14
-3
,i22
r33 FC
Can evade some high attacks

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Poison Sting

f+2

h
14
-2
+4
i14
r26
Elbow
Poison Sting & Spinning Kick

f+2,3

h,​h
14,​20
-7~-6
+12g~+13g
i19~20
r30
Tailspin
  • Combo from 1st hit with 3f delay only on if the second hit connects on i19
  • Input can be delayed 12f
  • Move can be delayed 9f
Serval Knee

f+3

m
14
-13~-11
-4~-2
,i17~19
fs17~36
r32
Knee
  • Alternate Input: WR+3+4
Serval Knee to Chaos Judgment

f+3~b

m
14
-5~-3
+4~+6
,i17~19
fs1~2 js3~11 fs12~14
r25 CJM
Knee
  • Alternate Input: WR+3+4~b
Serval Swat

f+3,2

m,​m
14,​20
-11~-10
+22a~+23a
,i22~23
r35
Tailspin
  • Alternate Input: WR+3+4,2
Imploding Star

f+4

m
28
-11~-10
+8a (-1)
i19~20
js14~29 fs30~32
r35
Wall Bounce
Blonde Bomb

f+1+2_ws1+2

m
21
-18
+19a (+14)
i18
r37
Balcony Break
Aphrodite's Scorn

f+2+3

m
30
-16
+10a (+1)
+42a (-5)
i14
r35
Balcony Break
  • Hip attack, unparryable

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Uppercut

df+1

m
13
-1
+5
i13~14
r19
Uppercut Jab

df+1,2

m,​h
13,​10
-3
+2
+9
,i16
r21
  • Jail from 1st attack
Uppercut Jab to Radiant Arch

df+1,​2,3

m,​h,​m
13,​10,​20
-13~-12
+29a (+19)
,i24~25
,js17~26 fs27~29
r30

Combo from 2nd CH with 6f delay

Input can be delayed 10f
Uppercut Jab to Chaos Judgment

df+1,​2,3~b

m,​h
13,​10
-17
-12
-5
,i35
r35 CJM
Uppercut Jab to Cutting Crescent

df+1,​2,4

m,​h,​h
13,​10,​22
-5~-2
+20a (+11)
i17~20
r27
Tailspin
  • Combo from 2nd CH with 10f delay
  • Input can be delayed 10f
Step-in Uppercut

df+2

m
13
-12~-11
+32a (+22)
i15~16
r30
Launches crouching opponent
Middle Kick

df+3

m
13
-11
+1
i14
r29
Leg Slicer

df+3,1

m,​h
13,​10
-3
+7
,i30
r22
Input can be delayed 10f
Middle Kick to Chaos Judgment

df+3,1~b

-15
-3
r33 CJM
6f input window (9~14)
Middle Kick to Sidestep

df+3,1~d_u

-10
+2
r28
14f input window (15~28)
Leg Slicer Combo

df+3,​1,2

m,​h,​h
13,​10,​6
-2
+9
,i16
r21
Combo from 2nd hit
Leg Slicer High Kick

df+3,​1,4

m,​h,​h
13,​10,​20
-3~-2
-3~-2
+2~+3
,i15~16
r27
Combo from 2nd hit
Twisting Rush

df+3,​1,​4,2

m,​h,​h,​h
13,​10,​20,​12
-4~-3
+0~+1
,i25~26
r29
  • Combo from 3rd CH with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f

df+3,​1,​4,2~d_u

m,​h,​h,​h
13,​10,​20,​12
+11g
+15g
r24
Leg Slicer High Kick Backhand High Kick

df+3,​1,​4,​2,3

m,​h,​h,​h,​h
13,​10,​20,​12,​20
+0~+2
+23a (+14)
,i19~21
r26
Balcony Break
  • Combo from 3rd CH
Twisting Rush to Sudden Storm

df+3,​1,​4,​2,uf+3

m,​h,​h,​h,​m
13,​10,​20,​12,​22
-3~-2
+22a
,i25~26
,js10~34 fs35~37
r30
Twisting Rush to Blonde Bomb

df+3,​1,​4,​2,1+2

m,​h,​h,​h,​m
13,​10,​20,​12,​21
-18
+8a (-1)
+40a (-7)
,i27
r37
Balcony Break
  • Combo from 4th CH
Creeping Attack

df+3,2

m,​h
13,​12
+0
+5
+11
,i19
r19
  • Combo from 1st hit with 9f delay
  • Input can be delayed 10f
Creeping Step

df+3,2~df

m,​h
13,​12
-1
+4
+10
r10
Creeping Attack to Sidestep

df+3,2~d_u

m,​h
13,​12
+9g
+14g
+20g
r10
Creeping Snake to Left Punch

df+3,​2,1

m,​h,​h
13,​12,​6
-3
+4
+4
,i16
r21
  • Combo from 2nd CH with 10f
  • Input can be delayed 10f
Leg Kiss Combo

df+3,​2,​1,4

m,​h,​h,​h
13,​12,​6,​18
+7
+32a (+22)
,i20~21
r37
Combo from 3rd CH
Creeping Snake

df+3,​2,​1,d+4

m,​h,​h,​L
13,​12,​6,​12
-13
-2
-2
,i23
,cs10~
r32 FC
  • Combo from 3rd CH with 2f delay
  • Input can be delayed 11f
Creeping Snake to Left Kick

df+3,​2,3

m,​h,​h
13,​12,​15
-10
+1
,i18
r29
Combo from 2nd CH with 10f delay
Creeping Snake to Roundhouse

df+3,​2,4

m,​h,​h
13,​12,​22
-6
+20a (+11)
+49a
,i22
r30
Tailspin
  • Combo from 2nd CH with 8f delay
  • Input can be delayed 10f
Creeping Snake to Left Low Kick

df+3,​2,d+3

m,​h,​L
13,​12,​10
-14
-3
,i21
,cs10~
r33 FC
  • Combo from 2nd CH with 9f delay
  • Input can be delayed 10f

df+3,3

m,​h
13,​6
-14
-3
,i17
r33
  • Combo from 1st hit with 10f delay
  • Jail from 1st block with 1f delay
  • Input can be delayed 10f

df+3,​3,3

m,​h,​h
13,​6,​8
-11
+0
,i17
r30
  • Combo from 2nd hit with 10f delay
  • Jail from 2nd block with 2f delay
  • Input can be delayed 10f
Approaching Storm

df+3,​3,​3,1

m,​h,​h,​h
13,​6,​8,​14
-9~-8
+15~+16
,i11~12
r27
  • Combo from 3rd CH with 17f delay
  • Input can be delayed 17f
  • Move can be delayed 4f
Flash Kicks

df+3,​3,​3,4

m,​h,​h,​h
13,​6,​8,​20
-6
+20a (+11)
,i24
r30
Tailspin
  • Combo from 3rd CH with 6f delay
  • Input can be delayed 10f
Mid Head Ringer

df+3,4

m,​h
13,​20
-6
+20a (+11)
,i24
r30
Tailspin
  • Combo from 1st hit with 4f delay
  • Input can be delayed 10f
Wine Opener

df+4

L
19
-15~-14
+5c~+6c
+37
,i16~17
r32
Guard Breaker

df+1+2

m
+0
+1
+5
+19a
i16
r29
f+4 guaranteed on counterhit

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Down Jab

d+1

s
5
-5
+6
i10
cs4~
r24 FC
Can recover standing with f
Low Jab Rising Kick

d+1,4

s,​m
5,​10
-11~-10
+0~+1
,i16~17
r29
Combo from 1st CH
Ice Sickle

d+2

m
17
+1c~+2c
+7c~+8c
+24d
i16~17
r29
Spike
Left Spin Low Kick

d+3

L
12
-17
-3
i16
cs4~
r33 FC
Left Spin Low Kick to Right Uppercut

d+3,2

L,​m
12,​10
-13~-11
+31a (+21)
,i25~27
r30
Combo from 1st CH
Low Spin Low Kick to Right High Kick

d+3,4

L,​h
12,​18
-6
+5
+30a (+20)
,i20
r30
  • Combo from 1st CH
  • Balcony break on CH
Left Spin Low Kick to B slap Combo

d+3,​4,1

L,​h,​m
12,​18,​20
+2c~+3c
+5c~+6c
+21a
,i29~30
r30
Spike
Low Kick Spin Punch

d+4,1

l,​h
7,​10
+0
+6
+11
,i25
r19
  • Combo from 1st CH with 5f delay
  • Input can be delayed 9f
Low Kick Spin Punch to Chaos Judgment

d+4,1~b

l
7
-10
+1
,i29
r29 CJM
Low Kick Spin Punch to Cancel SS

d+4,1~d_u

-15
+7
,i23
r23
Bloody Scissors

d+1+2

m!
50
+46a (+15)
i60
r39
Heel Grind

OTG.d+3+4

l
20
-17~-16
-6~-7
i17~18
r35
Spike

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Scarlet Rain

db+1

m
16
-12~-10
+3~+5
i16~18
r30
Spike
  • Can recover in r30 FC with D
Scarlet Spout

db+1,4

m,​M
16,​17
-15~-13
-1~+1
+23a (+17)
,i22~24
r34
  • Combo from 1st hit
  • Combo from 1st CH with 11f delay
  • Input can be delayed 15f
Low Jab Rising Kick

db+2,4

Sm,​m
8,​10
-8~-10
+1~+3
,i19~21
r27
Combo from 1st CH
Mudslide

db+3

L
21
-17~-15
+25a
i27~29
cs6~
r34

db+4

L
18
-17~-18
-7
i25~26
cs6~
r36
Severe Quake

db+4,3

L,​L
18,​14
-16~-14
-3~-5
+26a
,i29~31
r33
  • Combo from 1st CH
  • Input can be delayed 12f
Sepia Drop

db+4,4

L,​M
18,​15
-20~-16
-7d~+0d
,i27~31
r44
Spike
  • Combo from 1st CH with 2f delay
  • Input can be delayed 12f
  • Will not knockdown if the second hit impacts on frame 30~31
Weeping Slap

db+1+2

m
30
-13~-12
+20a (+15)
,i20~21
pc8~19
r35
Balcony Break

db+3+4

L
18 (27)
-26
-6 (-4)
,i24
cs6~
r34 FC
Stalker Repellant

db+3+4,3

L,​h
18 (27),​23
-7~-6
+18a (+9)
,i29~30
r31
Balcony Break

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

m
14
-12~-10
-1~+1
i17~19
r29

b+1,2

m,​h
14,​12
-11
-1~+0
-1~+0
,i23~24
r30
Combo from 1st hit
Cross Cut Saw

b+1,​2,2

m,​h,​m
14,​12,​24
-11
+10a (+1)
+42a (-5)
,i26~27
r34
Balcony Break
  • Combo from 2nd CH with 4f delay
  • Input can be delayed 15f
Slap

b+2

h
10
-9~-8
+1~+2
i14~15
r27
Homing
  • Female characters can slap back with 2
Double Slap

b+2,2

h,​h
10,​20
-6~-5
+26a
,i27~28
r26
  • Combo from 1st hit
Rusty Hook

b+4

m
17
-9~-7
+9g~+11g
+17a (+8)
i20~22
r26
Homing
Tailspin

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Catapult Kick

u+3

m
20
-15
+16a (+6)
i14
js6~26 fs27~29
r34
Balcony Break
Catapult Kick

ub+3

m
15
-15
-4
i14
js6~26 fs27~29
r34

uf+1

h
10
-4
+7
+7
i13
r23
Fatal Attack Combo

uf+1,3

h,​m
10,​17
-16
+7
+51a
,i15
r35
  • Combo from 1st CH with 12f delay
  • Input can be delayed 12f
  • Move can be delayed 11f
Hail Storm

uf+1,​3,3+4

h,​m,​m,​m
10,​17,​10,​7
-4~-3
+32a (+25)
,i11~12
r22
Balcony Break
  • Combo from 2nd hit with 5f delay
Sudden Storm

uf+3

m
22
-2~-3
+22a
i25~26
js10~34 fs35~37
r30

uf+4

h
20
-11
-3
i18
js9~30 fs30~33
r28

uf+4,3

h,​L
20,​10
-17
-6
,i18
r36
Combo from 1st CH
Can Opener

uf+4,​3,4

h,​L,​h
20,​10,​14
-6
+5
+30a (+20)
,i20
r25
  • Combo from 2nd hit
  • Balcony Break on CH
Can Opener to Cancel Sidestep

uf+4,​3,4~d_u

h,​l
20,​10
-7
+4
,i15
r15
Quick Somersault Kick

UB*+4

m
15
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching

UB*+4~d

m
15
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35 FC
Quick Somersault Kick

U*+4

m
18
-18~-16
+27a (+17)
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching

U*+4~d

m
18
-18~-16
+27a (+17)
i18~20
r35 FC
Quick Somersault Kick

UF*+4

m
21
-18~-16
+27a (+17)
i18~20
js13~31 fs32~34
r35
Quick Somersault Kick to Crouching

UF*+4~d

m
21
-18~-16
+27a (+17)
i18~20
js13~31 fs32~34
r35
Dominatrix Heel

uf+3+4

M,​M
4,​18
-3~0
+5c~+8c
i20~24
js9~23 fs24~26
r31 FC
Spike
Delay Rising Toekick

uf,n,4

m
25
-9
+22a (+12)
i25
js9~30 fs31~33
r28
Balcony Break
Back Handspring

UB*,b

js10~41 fs42~44
r50

Motion Input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Executioner

f,f+2

h
21
+6~+7
+22a
i16~17
r33
Homing
Tailspin

f,f+3

m
14
-13~-12
+29a (+19)
i15~16
js13~35 fs36~38
r30

f,​f+3,4

m,​m
14,​12
-20~-23
+22a (+12)
,i8~11
,js1~22 fs23~25
r39
  • Move can be delayed 2f
Treading Water

f,​f+3,​4,3

m,​m,​m
14,​12,​9
-14~-13
-3~-2
,i7~8
,js1~11 fs12~14
r32
  • Move can be delayed 5f
Treading Water to Chaos Judgment

f,​f+3,4~b+3

m,​m,​m
14,​12,​9
-1~+0
+10~+11
,js1~2 fs3~5
r19 CJM
Treading Water to Chaos Judgment Hunting Swan

f,​f+3,​4~b+3,4:1+2

m,​m,​m,​m!
14,​12,​9,​45
+33a
,i43
r23
  • 1+2 must be pressed on the active frames of the third kick (i7~8)
  • Cancel to r43 with u,u
Falling Heel

f,f+4

M
20
+0~+3
+19a
i31~34
js10~19 fs20~40
r28
Can recover in r28 FC with D
Falling Heel to Chaos Judgment

f,f+4~b

M
20
-9~-7
+10a
i31~34
js10~19 fs20~40
r38 CJM
Sosho Zanha

f,f+1+2

m
25
-9~-7
+18a (+13)
i18~20
r35
Balcony Break
Crouch Dash

qcf

cs1~20
t29 r3 CD
Assassin's Dagger

qcf+1

h
23
+2~+6
+4~+8
+48a (+38)
i13~17
r22
Crimson Arrow

qcf+2

m
17
-12
+3
+10 +56a
i16
r34
Artemis Arrow

qcf+2,1

m,​m
17,​20
-14~-12
+30a (+15)
,i22~24
r33
Balcony Break
  • Combo from 1st hit with 11f delay
  • Input can be delayed 11f
  • Move can be delayed 10f
Crimson Arrow to Chaos Judgment

qcf+2,1~b

m
17
-13
+2
+55a
,i20
r35 CJM

qcf+3

m
14
-13
-2
i16
32
Paralyzing Needle

qcf+3,2

m,​h
14,​25
-2
+20a (+11)
+49a
,i20
30
Tailspin
  • Combo from 1st hit with 10f delay
  • Input can be delayed 10f

qcf+3,3

m,​h
14,​8
-11
+0
,i17
30
  • Combo from 1st hit with 10f delay
  • Jail from 1st block with 2f delay
  • Input can be delayed 10f
Omission Storm

qcf+3,​3,1

m,​h,​h
14,​8,​14
-9~-8
+15~+16
,i11~12
  • Combo from 2nd CH with 17f delay
  • Input can be delayed 17f
  • Move can be delayed 4f
Omission Kick Combo

qcf+3,​3,4

m,​h,​h
14,​8,​20
-6
+20a (+11)
,i24
Tailspin
  • Combo from 2nd CH with 6f delay
  • Input can be delayed 10f
Piston Kick

qcf+4

m,​m
12,​12
-12~-10
+6~+8
i18~19 i4~6
cs5~
r35 FC
Tailspin

f,​f,f+2

m
10
-8~-7
+1~+2
i15~16
r35
Double Meteor

f,​f,​f+2,3

m,​m
10,​28
-13~-12
+9a (+9)
+41a (-6)
,i32~33
Balcony Break
Bone Cutter

f,​f,f+3

m
20
-23~-16
+8a (-2)
i23~30
js3~32 fs33~61
r35 FUFT
Balcony Break

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Uppercut

ws1

m
13
-3~-2
+7~+8
i13~14
r21
Links df+1 strings
Uppercut Jab

ws1,2

m,​h
13,​10
-3
+2
+9
,i16
r21
  • Jail from 1st attack with 1f delay
  • Links to df+1 strings
Rising Palm

ws2

m
22
-13~-12
+29a (+19)
i18~19
r35
Face Wash

ws3

m
20
-11~-10
+0~+1
i11~12
r29
Face Wash to Chaos Judgment

ws3~b

m
20
-3~-2
+8~+9
i11~12
r21 CJM
Toe Smash

ws4

m
16
-6~-5
+5~+6
i11~12
r24

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FC.1

s
5
-5
+6
i10
cs1~
r24 FC
Can recover standing with f

FC.2

s
8
-4
+7
i11
cs1~
r23 FC
Crouch Spin Low Kick

FC.3

L
12
-17
-3
i16
cs1~
r33 FC
Crouch Chin Kick

FC.4

l
10
-15
-4
i12
cs1~
r34 FC
Cat Thrust

FC.f+1

m
22
-9
+11a (+2)
i22
r33
Wall Bounce
Right Hand Stab

FC.f+2

M
25
-14c~-13c
+24a
i20~21
pc8~
r35
Spike
Right Handed Sweep

FC.df+2

L
14
-21
+21a
i20
cs1~
r40 FC
Right Handed Sweep

FC.df+2~1

L
21
-21
+21a
i20
cs1~
r40
  • Can recover in r40 FC with DB_D_DF
  • 2f window to input 1 after performing FC.df+2
Low Somersault Kick

FC.ub+4

m
15
-18~-16
-12~-10
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
Low Somersault Kick

FC.u+4

m
18
-18~-16
+27a (+17)
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
Low Somersault Kick

FC.uf+4

m
21
-18~-16
+27a (+17)
i18~20
js13~31 fs32~34
r35
Can recover in r35 FC with D
High Somersault Kick

FC.UB*+4

m
25
-33~-32
-22~-21
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D
High Somersault Kick

FC.U*+4

m
28
-33~-32
-2a (-12)
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D
High Somersault Kick

FC.UF*+4

m
30
-33~-32
-2a (-12)
i14~15
js11~49 fs50~52
r51
Can recover in r51 FC with D

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Chaos Tail

SS.2

L
12
-12~-11
+0~+1
+14g
i20~21s
cs6~
r30 FC
Hits grounded but is inconsistent against small body types
Heel Smash

SS.3

M
23
+4s~+6s
+8s~+10s
+25d
i21~23
r27
Spike
Bloody Chaos

SS.1+2

m,​m
5,​7
-9~-5
+36a (+26)
i19~20 i5~9
r24

(Back to wall).b,​b,​UB

m
21
+1~+4
+35d
i35~38
  • fs5~7
  • is8~24
  • fs25~33
  • js34~37
  • fs38~40
r17 BT
Spin Knuckle Jab

BT.1_2

h
15
-8
+3
i8
r27
Can transition to jab strings but they combo only on CH

CJM

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Chaos Judgement

b+3

Low ps3~36

Throw ps8~
t60 r16 CJM
  • Parries low punches or kicks
  • Parries throws
Crouch Dash

CJM.df

cs1~20
t29 r1 CD
Infernal Storm

CJM.1

h
14
-9~-8
+14~+15
i11~12
r27

CJM.2

h
10
-13
-2
i10
r32
Double Rapier

CJM.2,1

h,​m
10,​12
-7~-6
+4~+5
,i17~18
r25
Combo from 1st hit with 10f delay
Picking Heel

CJM.3

m
18
-12~-10
+3~+5
+56a
i12~14
r32
Infernal Avalanche

CJM.4

L
20
-29~-27
+13a
i27~29
cs14~
r46 FC
Aphrodite's Scorn

CJM.f+2+3

m
30
-16
+10a (+1)
+42a (-5)
i13
r35
Balcony Break
  • Hip attack, unparryable
  • Alternate input: 2+3
Caracal

CJM.1+2

M
20
-4c~-3c
+6s
+6c~+7c
i17~18
r32 FC
Spike
Guard Breaker

CJM.df#1+2

m
0
+6
+10g
+24
i16
r24

CJM.d+3

L
8
-11
+0
i15
r30 FC
Alternate input: CJM.db+3
Dendrobates Azureus

CJM.d+3,3

L,​h
6,​20
-7
+7
,i21
r31
  • Combo from 1st hit
  • Alternate input: CJM.db+3,3
Stryx

CJM.ub+4

m
15
-15~-14
-4~-3
i15~16
js8~29 fs30~32
r33
Stryx

CJM.u+4

m
20
-15~-14
-4~-3
i15~16
js8~29 fs30~32
r33
Stryx

CJM.uf+4

m
20
-13~-12
+30a (+20)
i15~16
js8~29 fs30~32
r33
Forward Roll

CJM.f,f

cs5~40
t40 r20 FC
Rolling Stone

CJM.f,f+3

m
27
-11~-10
+55a
i10~11
r34 FC
The forward roll adds 20 frames, total startup is i30
Seismic Blast

CJM.f,f+4

h
21
+12g
+32a (+22)
i20
r38
  • Wall crush, minimum +14g
  • The forward roll adds 20 frames, total startup is i40
Queen Heel

CJM.3+4

m
23
-14~-13
+10a
i20~21
pc8~
r39
Balcony Break
Spike

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Cruel Punishment

1+3

t
35
-6
+0d
i12~14
r25
Throw break 1 or 2
Losing Face

2+4

t
35
-3
+0d
i12~14
r25
  • Throw break 1 or 2
  • Side switch on hit
Cruel Punishment

f+1+3

t
35
-6
+0d
i15~17
r33
Homing
  • Throw break 1 or 2
Losing Face

f+2+4

t
35
-3
+0d
i15~17
r33
Homing
  • Throw break 1 or 2
  • Side switch on hit
Torso Splitter

Left throw

t
40
-3
+0d
Throw break 1
Serpentine Arm Break

Right throw

t
38
-3
+0d
  • Throw break 2
  • Can side switch on hit
Overhead Triangle Lock

Back throw

t
60
+3
  • Can side switch on hit
  • Unbreakable
Overhead Toss

uf+1+2

t
30,​20
+0
+28d (-33)
i12
r27
  • Throw break 1+2
  • Opponent can tech roll to reduce damage to 30
  • 40 damage on wall splat
Elbow Smash

df,df+1

t
43
-6
-2d
i12
r27
Floor Break
  • Throw break 1+2
  • Can side switch on hit
Attack Reversal

b+1+3_b+2+4

-6
+3d
ps3~8
r35
  • Damage is 25 + 50% of the opponent's attack
  • Parries mid or high punches or kicks
  • Can parry Yoshimitsu's sword exclusively
  • Chickenable, 15 damage to Anna

Chin Bash Combo

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Chin Bash

qcf+1+2

t
15
-2
+0
i11
r28
Throw break 2
Arm Snap

qcf+1+2,3,4,3,1+2

t
30
-3
+3d
  • Throw break 1+2
  • 5 Damage to Anna on break
Reverse Arm Lock

qcf+1+2,1,3,2,1

t
18
-3
+3d
  • Throw break 1
  • 5 Damage to Anna on break
Falcon Wing Squeeze

qcf+1+2,​1,​3,​2,​1,3,1,4,1+2,1+2

t
25
-3
+3d
  • Throw break 1
  • 5 Damage to Anna on break
Falling Arm Break

qcf+1+2,​1,​3,​2,​1,2,1,3,4,1+2

t
25
-3
+0d
  • Throw break 2
  • 5 Damage to Anna on break
Double Arm Lock Toss

qcf+1+2,​1,​3,​2,​1,2,3,1+2,3+4,1+2

t
30
-3
+3d
  • Throw break 1+2
  • 5 Damage to Anna on break
Arm Lock

qcf+1+2,1+3,4,1+2

t
25
-3
+3d
  • Throw break 2
  • 5 Damage to Anna on break
Rolling Arm Break

qcf+1+2,​1+3,​4,​1+2,4,3,4,3+4,1+2

t
30
-3
+0d
  • Throw break 2
  • 5 Damage to Anna on break
Arm Break Takedown

qcf+1+2,​1+3,​4,​1+2,1+2,4,3,1+2,1+2,1+2

t
28
-3
+0d
  • Throw break 1
  • 5 Damage to Anna on break

10 Strings

10 Hit Combo 1[1]
Input 1 2 1 2 3 3 2[2] 1[2] 2 4
Hit level h h h h h L h h h h
Damage 7 10 6 6 7 9 6 6 6 30
Startup i10 ,i10 ,i16 ,i16 ,i18 ,i23~24 ,i34 ,i16 ,i16 ,i22
Block +1 -1 -3 -10 -25 -25~-26 -24 -15 -10 -20
Hit +8 +5 +4 +1 -14 -14~-15 -13 +1 -4 +6a(-3)[3]
Combo Hit CH CH CH CH Hit Hit CH
10 Hit Combo 2[1]
Input 1 2 1 2 4[4] 1 2 2 3+4 2
Hit level h h h h M m h h m,m m
Damage 7 10 6 6 18 7 8 8 10,8 25
Startup i10 ,i10 ,i16 ,i16 ,i32~35 ,i25~26 ,i27~28 ,i27~28 ,i25,12~13 ,i29~30
Block +1 -1 -3 -10 -16~-19 -22~-23 -19~-20 -23~-24 -7~-8 -20~-21
Hit +8 +5 +4 +1 -5~-8 -11~-12 -8~-9 -17~-18 +3~+4 +0a (-9)
Combo Hit CH CH Hit Hit CH[5]
10 Hit Combo 3[1]
Input 1 2 1 2 4~B
Hit level h h h h M
Damage 7 10 6 6 18
Startup i10 ,i10 ,i16 ,i16 ,i32~35
Block +1 -1 -3 -10 -16~-21
Hit +8 +5 +4 +1 -8~-10
Combo Hit CH CH
  1. 1.0 1.1 1.2 All of Anna's 10 hit strings begin with 1,2,1,2, which jails on block.
  2. 2.0 2.1 Jails.
  3. Balcony break.
  4. CH launcher, the rest of the 10 hit is guaranteed on CH.
  5. Combos only if the second hit of 3+4 is a counter hit.

External links