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{{Staple}} | {{Staple}} | ||
{{Combolist|<! | 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 | ||
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 d/b+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 d/f 2 staple, ending the combo with WR.+2,3 that would net you 58 damage, ending it with d/b+1,4 would give you 64. | |||
{{Combolist| | |||
; [13] d/f+2 | |||
; [21] U/F+4 | |||
; [22] WS.2 | |||
; [12] SS 1+2 | |||
; [24] CH d+3,2 | |||
; [20] CJM.u/f+4 | |||
; [25] CH (1,2),1,4 | |||
: [+51] QCF+1 2 QCF+1 f+3,2 S! WR.+2,3 | |||
: [+49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3 | |||
: [+45] d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3 | |||
; [27] CH QCF+1 | |||
: [+53] QCF+1 d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3 <ref group="s">Tendency for the screw to completely whiff</ref> | |||
: [+51] QCF+1 2 QCF+1 f+3,2 S! WR.+2,3 | |||
: [+49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3 | |||
; CH 4 | |||
: [54] b4 S! d/f+1 d/f+3,2~d/f CD.2,1 | |||
: [58] b4 S! QCF+1 1 QCF+1 f+3,2 <ref group="s">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, ff, 1, IWR.+2,3 <ref group="s">Has excellent wall carry, but getting the IWR is extremely hard.</ref> | |||
:[49] ff, d+4,1 f+2,3 S! WR.+2,3 <ref group="s">Has excellent wall carry Mostly works on tip range due to micro dash pickup using d+4,1.</ref> | |||
; low parry | |||
: [45] d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3 | |||
: [49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3 | |||
}} | |||
<references group="s"/> | |||
== Wall == | == Wall == |
Revision as of 02:47, 31 May 2021
Anna (Tekken 7) |
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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.
Launcher type | Example(s) | Combo |
---|---|---|
Regular |
|
d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3 |
Mini-combos
- CH d+2
- CH d/f+4
- FC.f+2
- db+3+4
- d/b+3
- d+3+4
- b+2,2
- d/b+3+4
- f,f d+3,4,1
- CJM.2
- b+2,2 d/b+3+4
- b+2,2 f,f d+3,4,1
- f+2+3
- d/f+3,4
- 3,4
- b+1+2 (RA)
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
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 d/b+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 d/f 2 staple, ending the combo with WR.+2,3 that would net you 58 damage, ending it with d/b+1,4 would give you 64.
- [13] d/f+2
- [21] U/F+4
- [22] WS.2
- [12] SS 1+2
- [24] CH d+3,2
- [20] CJM.u/f+4
- [25] CH (1,2),1,4
- [+51] QCF+1 2 QCF+1 f+3,2 S! WR.+2,3
- [+49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3
- [+45] d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3
- [27] CH QCF+1
- [+53] QCF+1 d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3 [s 1]
- [+51] QCF+1 2 QCF+1 f+3,2 S! WR.+2,3
- [+49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3
- CH 4
- [54] b4 S! d/f+1 d/f+3,2~d/f CD.2,1
- [58] b4 S! QCF+1 1 QCF+1 f+3,2 [s 2]
- [55] b4 S! QCF+1 1, ff, 1, IWR.+2,3 [s 3]
- [49] ff, d+4,1 f+2,3 S! WR.+2,3 [s 4]
- low parry
- [45] d/f+3,2~d/f CD.1 f+3,2 S! WR.+2,3
- [49] QCF+1 1 QCF+1 f+3,2 S! WR.+2,3
- ↑ Tendency for the screw to completely whiff
- ↑ 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 IWR is extremely hard.
- ↑ Has excellent wall carry Mostly works on tip range due to micro dash pickup using d+4,1.
Wall
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.