Anna combos

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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.

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
SS.3
b+2,2
db+3+4
f,f d+3,4,1
CJM.1
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~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~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.df+2~1
[+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
  1. ↑ Tendency for the screw to completely whiff
  2. ↑ Route for if you finish the string on CH.
  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 wr2,3 is extremely hard.
  5. ↑ 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.

External links