Anna combos

From Wavu Wiki, the 🌊 wavy Tekken wiki


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
  • U/F+4
  • d/f+2
  • f,F+3
  • WS.2
  • CH d+3,2
  • CH qcf+1
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
[20] CH QCF+2
[+41] 1~B,CJM.d+3,3 f2 f+3,2 S! WR.+2,3 [s 2]
[+46] d/f+1 d/f+3,2~d/f CD.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 3]
[55] b4 S! QCF+1 1, ff, 1, IWR.+2,3 [s 4]
[49] ff, d+4,1 f+2,3 S! WR.+2,3 [s 5]
[21]FC d/f2~1
[38] FC.d+4,1 f+2 f+3,2 S! WR.+2,3
[42] FC.d+4,1 QCF+1 f+3,2 S! WR.+2,3
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


  1. ↑ Tendency for the screw to completely whiff
  2. ↑ Go into CJM while preforming QCF+2,1B
  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 IWR is extremely hard.
  5. ↑ Has excellent wall carry Mostly works on tip range due to micro dash pickup using d+4,1.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.

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