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{{BNB}} | {{BNB}} | ||
{| | {{Combolist|columns=1| | ||
; 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 == | == Mini-combos == | ||
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{{Combolist|columns=9em| | {{Combolist|columns=9em| | ||
; CH d+2 | ; CH d+2 | ||
; CH | ; CH df+4 | ||
; FC.f+2 | ; FC.f+2 | ||
: db+3+4 | : db+3+4 | ||
: | : db+3 | ||
: d+3+4 | : d+3+4 | ||
; b+2,2 | ; b+2,2 | ||
: | : db+3+4 | ||
: f,f d+3,4,1 | : f,f d+3,4,1 | ||
; CJM.2 | ; CJM.2 | ||
: b+2,2 | : b+2,2 db+3+4 | ||
: b+2,2 f,f d+3,4,1 | : b+2,2 f,f d+3,4,1 | ||
: f+2+3 | : f+2+3 | ||
: | : df+3,4 | ||
: 3,4 | : 3,4 | ||
: b+1+2 | : R.b+1+2 | ||
}} | }} | ||
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{{Staple}} | {{Staple}} | ||
Most if not all of Anna's staples require | 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 | 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 | 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. | ||
{{Combolist| | {{Combolist| | ||
; [13] | ; [13] df+2 | ||
; [21] | ; [21] UF+4 | ||
; [22] | ; [22] ws2 | ||
; [12] SS 1+2 | ; [12] SS 1+2 | ||
; [24] CH d+3,2 | ; [24] CH d+3,2 | ||
; [20] CJM. | ; [20] CJM.uf+4 | ||
; [25] CH (1,2),1,4 | ; [25] CH (1,2),1,4 | ||
: [+51] | : [+51] qcf+1 2 qcf+1 f+3,2 S! wr2,3 | ||
: [+49] | : [+49] qcf+1 1 qcf+1 f+3,2 S! wr2,3 | ||
: [+45] | : [+45] df+3,2~df CD.1 f+3,2 S! wr2,3 | ||
; [27] CH | ; [27] CH qcf+1 | ||
: [+53] | : [+53] qcf+1 df+3,2,df~1 f+3,2 S! wr2,3 <ref>Tendency for the screw to completely whiff</ref> | ||
: [+51] | : [+51] qcf+1 2 qcf+1 f+3,2 S! wr2,3 | ||
: [+49] | : [+49] qcf+1 1 qcf+1 f+3,2 S! wr2,3 | ||
; [20] CH | ; [20] CH qcf+2 | ||
: [+ | : [+46] df+1 df+3,2~df CD.1 f+3,2 S! wr2,3 | ||
: [+41] <ref>Route for if you finish the string on CH.</ref>,1,B~d+3,3 f+2 f+3,2 S! wr2,3 | |||
; CH 4 | ; CH 4 | ||
: [ | : [58] b+4 S! qcf+1 1 qcf+1 f+3,2<ref>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.</ref> | ||
: [55] b4 S! qcf+1 1 f,f 1 wr2,3<ref>Has excellent wall carry, but getting the wr2,3 is extremely hard.</ref> | |||
:[55] b4 S! | : [54] b+4 S! df+1 df+3,2,DF~2,1 | ||
:[49] | : [49] f,f d+4,1 f+2,3 S! wr2,3<ref>Has excellent wall carry Mostly works on tip range due to micro dash pickup using d+4,1.</ref> | ||
; [21]FC | ; [21] FC.df2~1 | ||
: [ | : [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 | ; low parry | ||
: [45] | : [45] df+3,2,DF~1 f+3,2 S! wr2,3 | ||
: [49] | : [49] qcf+1 1 qcf+1 f+3,2 S! wr2,3 | ||
}} | |||
<references/> | |||
=== Rage === | |||
{{Combolist| | |||
; df+2 | |||
: combo for df+2 with rage here | |||
}} | }} | ||
== Wall == | |||
{{Combolist| | |||
; Regular carry (30% scaling) | |||
: combo here | |||
}} | |||
== | == Float == | ||
{{Combolist| | |||
; 1 | |||
: combo when you anti-air with jab here | |||
}} | |||
== Back-turned opponent == | |||
{{Combolist| | |||
; df+2 | |||
: combo when you hit df+2 in the back | |||
}} | |||
== Stage break == | |||
{{Combolist| | {{Combolist|columns=1| | ||
; Howard Estate | |||
: big boy break all the walls combo here | |||
}} | |||
== Extras == | == Extras == |
Revision as of 12:05, 8 March 2022
Anna (Tekken 7) |
---|
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
- b+2,2
- db+3+4
- f,f d+3,4,1
- CJM.2
- 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 CD.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 CD.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.df2~1
- [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
- ↑ Tendency for the screw to completely whiff
- ↑ Route for if you finish the string on CH.
- ↑ 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.
- ↑ Has excellent wall carry, but getting the wr2,3 is extremely hard.
- ↑ 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+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.