********************************************************************** * __ _ ____ _ ____ __ * * / \ | | / /| | | | / /| | / \ * * /_/\_\ |_|/_/ |_| |_|/_/ |_| /_/\_\ * * * * _ _ O _ _ O _ ___ ___ ____ * * \ \_/\_/ / _ | | | | _ /_\ | V | / /__ * * \ / | | | | | | | | /|_|\ | |\_/| | /_// / * * \_/\_/ |_| |_| |_| |_| /_/ \_\ |_| |_| __/_/ * * * ********************************************************************** The definitive PSX ANNA FAQ Version .99 By: Markus Kaufmann Date: 07/17/1998 Disclaimer: This FAQ can be distributed in any form, period. However, Any organi- zations wishing to distribute this FAQ for profit should contact the author at: tekken@starnetinc.com. © copyright 1998 Markus Kaufmann. Namco has done it again! With the advent of the Playstation ver- sion of Tekken-3, they have once again managed to surprise and impress me. Anna finally has her independence again, along with a bunch of new moves and some cool multi-parts. Anna is a very effective up-close/in- your-face type character, with good speed and mobility. This FAQ is based on my own experiences as well as the work of other Tekken enthusiasts (see the credits section). This is the second ver- sion of the FAQ. Changes in this version include fixing some typos, adding some entries to the strategy section, and adding more detail to the moves list. Please excuse any mistakes, but by all means make me aware of them, so that I can fix them in future releases. Anna William - Lightning Scarlet 19 years ago Kazuya confided some alarming news to Anna. Her sister Nina was planning to become a guinea pig of Dr. Boskonovitch's "Cold Sleep". As much as they quarreled, Anna would miss her sleeping sister Worse yet, she would continue to age while her sister was frozen in time! So she went to Boskonovitch, subjected herself to the Cold Sleep and asked to be awakened along with Nina. Sensing the God of Fight's evil presence, both Nina and Anna awoke 19 years later. Making an effort to continue their sibling rivalry, Anna was saddened to find that her sister somehow lost all memory of her. Now rather than fight- ing, Anna felt the need to help Nina and prevent her from again be- coming an assassin. Anna General Info Country Of Origin: Ireland Fighting Style: Assassination Martial Arts(Bone Martial Art and Aikido) Age: 20 Height: 163 cm Weight: 49kg Blood Type: A Occupation: "Student" (retired) Hobby: printing false memories in Nina Like: Espresso Coffee, Jerry (from Tom and Jerry) Dislikes: Nina, because she is no longer interested in her, and because she always catches Anna topless... ********************************************************************** _ | |\ | |\ |_ \/ | | \| |/ |_ /\ ********************************************************************** 1. Move Notation 2. Moves list 3. Grapples 4. Reversals + Reversal Counters 5. General Strategy 6. VS Humans Strategy 7. Stuns & Juggles 8. EVIL ANNA 9. Winning Stances 10. Credits ********************************************************************** 1. Move Notation ********************************************************************** 1 ----- Left Punch Button 2 ----- Right Punch Button 3 ----- Left Kick Button 4 ----- Right Kick Button f ----- Tap Joystick Forward b ----- Tap Joystick Back d ----- Tap Joystick Down u ----- Tap Joystick Up df ---- Tap Joystick Diagonally Down/Forward db ---- Tap Joystick Diagonally Down/Back uf ---- Tap Joystick Diagonally Up/Forward ub ---- Tap Joystick Diagonally Up/Back F ----- Move + Hold Joystick Forward B ----- Move + Hold Joystick Back D ----- Move + Hold Joystick Down U ----- Move + Hold Joystick Up DF ---- Move + Hold Joystick Diagonally Down/Forward DB ---- Move + Hold Joystick Diagonally Down/Back UF ---- Move + Hold Joystick Diagonally Up/Forward UB ---- Move + Hold Joystick Diagonally Up/Back n ----- Return Joystick To Neutral Position FC ---- Full Crouch - Press and hold down Joystick (WS) -- While Standing (Getting up from a crouch) SS ---- Sidestep (u~n or d~n) MC ---- Major counter \ you hit your opponent while they are executing CH ---- Counter hit / a move ... +50% damage + ----- At the same time ~ ----- Tap immediately after _ ----- Or (Alternate Method) h ----- Move hits high m ----- Move hits mid l ----- Move hits low sM ---- Move hits special mid: means it can be blocked high or low (G) --- Move also hits grounded opponents (J) --- Move Juggles (JC) -- Move Juggles only on a counter-hit (RC) -- Move recovers in a crouching (FC) position (BS) -- Move Stuns opponent momentarily if blocked (ST) -- Move Staggers opponent (TS) -- Move Turn Opponent Side-ways when it hits [] ---- Move does not hit anything {} ---- Throw Counter In Curly Brackets (ls) -- Left Side Throw (Done On Opponent's Left Side) (rs) -- Right Side Throw (Done On Opponent's Right Side) (bk) -- Back Throw (Done At Opponent's Back) (XX) -- Do Move In Brackets Before Move Listed After Brackets This Is Used Primarily For Multiparts juggle- A series of moves used to hit an opponent while they are help- lessly airborne. combo - see 'juggle' above. ********************************************************************** 2. Moves List ********************************************************************** A. General Moves f,f Dash Forwards b,b Dash Backwards u,n Axis Shifting Sidestep d,n Axis Shifting Sidestep D Duck Completely u_u/f_u/b Hop U_U/F_U/B Jump f,f,f Run(RN) (RN)B Stop Running (RN)1+2 Flying Cross Chop (RN)3 Slash Kick (RN)4 Slide 1 Left Punch h 2 Right Punch h 3 Lazy Side Kick h 4 Boot to da Head h df+1 Left Uppercut m df+2 Right Uppercut (Juggles) m df+3 Side Kick m df+4 Toe Kick m WS+1 WS+2 WS+3 WS+4 u+2_uf+2 Quick Pounce (On Floored Opponent) U+2 Hard Pounce (On Floored Opponent) 1+2+3+4 Powerup Charge [Powers Up All Moves For A Few Seconds and] [first hit is scored count as counter-hit.] B. Ground Recovery ~1_~2_~3_~4 Immediate Recovery (After Knockdown) 1 Roll Sideways 2 Quick Recovery 3 Low Sweep 4 Side Kick (hits medium) D+1 Roll Over D+(3_4) ** Ankle Kick U Get up quickly F Roll Forwards f~f+1+2 ** Forward Rolling Lunge ** B Roll Backwards B,b+3+4 ** Roll Backwards, Handspring Up ** B,f+1+2 ** Roll Backwards, Forward Lunge ** [*Note* Many of these moves can be chained together. ] [ I.E: 1,B,3 = roll sideways, roll back, sweep ] C. Anna's Moves Hit- Input Description Special Height Dmg d+1 Low Jab sM (1_df+1)~2 2 Punches h_mh (1_df+1)~2~1 3 Punches h_mhh (1_df+1)~2~1~2 4 Punches h_mhhh * 2~1 2 Punches hh 2~1~4 3-hit combo (RC) hhl ?? 1~2~d+3 3-hit combo (RC) hhl 2~f+1+2 Jab, Red Bomb hm f+1+2 Offensive Push m f~f+1+2 / WS+1+2 Red Bomb m f~f+2 Clothesline (BS) h 1~4 Jab, Low-Kick (RC) hl d+1~n+4 Low Jab, Mid-Kick sMm d+2~4 Low Jab, Mid-Kick sMm 2~3 Jab, Left-Kick hh 2~d+3 Jab, Low-Kick (RC)(G) hl 2~4 Punch Round-House hh 3~4 High-Kick, High-kick hh 4~3 High-Kick, Low-Kick hl d+3~2 Low-Kick, Uppercut (JC)(G) lh d+3~4 Low-Kick, High-Kick lh df+1~2~1~4~2~(3_4_uf+3) 6-hit combo (BS) mhhhhh_l * df+3~1~4~2~(3_4_uf+3) 5-hit combo (BS) mhhhh_l df+3~3~3~1~2 5-hit combo mmmhh df+3~2~1~4 4-hit combo (RC)(G) mhhl df+3~2~3 3-hit combo mhh df+3~2~d+3 3-hit combo (RC)(JC) mlm df+3~2~4 3-hit combo mhh df+3~1~2 3-hit combo mhh df+1~2~4 3-hit combo (BS) mhh * df+3~4 Mid-Kick, High-Kick mh UF,n,D+3~2 Hop>Low-Kick, Uppercut (JC) lm UF,n,D+3~4 Hop>Low-Kick, High-Kick (JC) lh uf+4 Hop-Kick (J) h uf+4~3~4 Can Opener hlh U_UB_UF+4 / FC,uf+4 Flip-Kick (J) m FC,U_UB_UF+4 Rainbow Kick m FC~df+2 Cold Blade (J) l FC~f+1 Groin Punch (JC) m FC~f+2 Cat Thrust / Parry (BS) m FC,4~1 Low-Kick, Jab lh d+4~1 Low-Kick, Jab (BS) sMh **** d+4~1~1+2 Low Kick > Push (BS)(ST) sMm b+4~4 Cat Stance-Toekick(*see blw)(BS) []m b+2~2 / b+2~d+2 Bitch slaps hh b+2,n+2 / b+2~b+2 More Bitch slaps b+2~f+2 / b+2~U+2 More Bitch slaps b+1~1~1 Slap me some mo' (TS)(BS) hhm SS+1+2 Windmill (JC) m SS+2 Arm sweep (RC)(JC) l QCF+2 / WS+2 Rising Palm (JC) m QCF+1 / WS+1 Upper-cut m UF+3 Hop-Kick (see grapples) m u_u/b+3 Hop-Kick m f~f+4 Falling Heel (G) m d+3+4 Heel Grind (G) l D. Side-step cancel strings d+4~1~SS Low Kick>fake>SS (BS) sM[] d+4~1~SS+2 Low-Kick>fake>Arm-sweep (JC) sM[]l d+4~1~SS+1+2 Low-Kick>fake>Windmill (JC) sM[]m uf+4,3,4~SS+2 Can-o-Worms (JC) hl[]l uf+4,3,4~SS+1+2 Eye Opener (JC) hl[]m (1_df+1),2,1,4,2~SS+2 6-hit combo (BS)(JC) mhhhhl (1_df+1),2,1,4,2~SS+1+2 7-hit combo (BS)(JC) mhhhhm **** df+3,1,4,2~SS+2 5-hit combo (BS)(JC) mhhhl df+3,1,4,2~SS+1+2 6-hit combo (BS)(JC) mhhhm E. Unblockables/Taunts db+1+2 Hunting Swan m D+1+2 Bloody Scissors m 1+2+3 Mystic Booty Taunt / Stun (ST) m 0 ********************************************************************** 3. Grapples ********************************************************************** A. Standard Throws 1+3 Arm Turn {1} 2+4 Lifting Toss {2} df,df+1 Elbow Smash {1+2} uf+1+2 Overhead Toss (ss left) ANY THROW Serpentine Arm-Break {1} (ss left) THROW~1~2~1+2 Horseshoe Throw {1} (ss right) ANY THROW Torso Splitter {2} (from behind) ANY THROW Overhead Triangle Lock B. Wrist Lock Chain Throws QCT+1+2 Chin Bash, Wrist Lock(WL) {2} (WL) 3,4,3,1+2 Arm Snap {1+2} (WL) 1,3,2,1 Standing Reverse Arm Lock(SRAL) {1} (SRAL) 2,3,1+2,3+4,1+2 Rev. Double Arm Lock Toss {?} (SRAL) 2,1,3,4,1+2 Falling Arm Break {2} (SRAL) 3,1,4,1+2,1+2 Double Arm Break {?} (WL) 1+3,4,1+2 Arm Lock Take-down {1+2} (ALT) 1+2,4,3,1+2,1+2,1+2 Arm-Break {?} (ALT) 3,4,3,4,3+4,3+4 {1+2} C. Crab Claw Waistlock Chain Throws uf+3 Achilles Leglock ********************************************************************** 4. Reversals + Reversal Counters ********************************************************************** Reversals/Parries: B+1+3_B+2+4 High/Mid Reversal FC,f+2 Auto-Parries High and Mid attacks B+4 Cat Stance auto-interrupts low attacks that reach far enough to hit you B. Reversal Counters (Chickens) F+1+3 - Rev. Counter (Start of Opponent Countering Your 1 or 3 Move) F+2+4 - Rev. Counter (Start of Opponent Countering Your 2 or 4 Move) C. Throw Counters * General - Left Throw (1+3) - 1 Right Throw (2+4) - 2 * Eddy - Spiraling Hip Toss (HCT,f+1+2) - 1+2 * Hwoarang- Jawbreaker (f,F+2) - 2 Boot to the Head (QCB+3) - 1 Trip Takedown (d,DB+1+3) - 1+2 * Jin - Striking Shiho-Nage (df+2+3) - 2 Stone Head (f~f+1+2) - 1+2 Complicated Wire (QCB+1+3) - 1 * King - DDT (db,db+1+2) - 1+2 Tombstone Piledriver (db,f+1+2) - 2 Coconut Crush (df+2+3) - 2 Giant Swing (f,HCT+1) - 1 Figure 4 Leglock (db+1+2) (reverse) - 3+4 (escape) - 1+2 Irish Whip (b+1+2) - 1+2 Spinning Ground Smash (Irish Whip, 3+4) - 3+4 Quick Slam (Irish Whip, 2+4) - 2 Spin & Let Go (Irish Whip, 1+3) - 1 Turn Around & Let Go (Irish Whip, 1+2) - 1+2 Jaguar Driver (d,df,f+1) - 3+4 Jumping Powerbomb (Jag. Drvr, 1+2,u,d,n,3+4) - d+3+4 Standing Achilles Hold (f,n,d,df+2+3) - 2 Scorpion Death Lock (SACH, 1+2,3,1,1+3) - 2 STF (SACH, 1,2,3,1+2) (escape) - 1 (reverse) - 1+2 Indian Death Lock (SACH, 1+2,1,3,1+2,4) (escape) - 1+2 (reverse) - 3+4 Single Arm Hyperextension (f,n,d,df+1+4) - 1+2 Double Arm Hyperextension (SAH, 1+2,1+2) - 1 Reverse DDT (SAH, 1+2,4,2+4) - 2 Chicken Wing Face Lock (SAH, 2,1,1+2+3) - 1+2 Dragon Sleeper (SAH, CWFL, 2,1,3,1+2+3,1+2+3) - 1 Rolling Death Cradle (SAH,CWFL, 1+3,3+4,2+4,1+2,1+2+3)- 2 Left Reverse Arm Clutch (df~1+3) - 1+3 Right Reverse Arm Clutch (df~2+4) - 2+4 Back Drop (Left RAC, 2,2,1+2) - ?? Back Drop (Right RAC, 2,2,1+2) - ?? German Suplex (Left RAC, BD, 3+4,1+2) - 3+4 German Suplex (Right RAC, BD, 3+4,1+2) - 1+3 Powerbomb (RFN, CB, 1,2,3+4) - 1+3 Manhattan Drop (3+4,1+2,ALL) - 2+4 Giant Swing (Left RAC, BD, GX, PB, 2,1,3,4) - 2+4 Giant Swing (Right RAC, BD, GX, PB, 2,1,3,4) - 1+2 Giant Swing (RFN, CB, PB, 2,1,3,4) - 2+4 Giant Swing (RFN, CB, MD, SF, 2,1,3,4) - 1+3 Split Powerbomb (RAC, BD, GX, PB, 3,1,2,3+4,ALL) - 2+4 Split Powerbomb (RFN, CB, PB, 3,1,2,3+4,ALL) - 1+3 Split Powerbomb (RFN, CB, MD, SF, 3,1,2,3+4,ALL) - 2+4 * Law - Chastisement Punch (df+1+2) - 1+2 Dragon Knee (f,f+3+4) - 1+2 Body Slam (F+2+3) - 1+2 * Lei - Thai Trip (f~f+1+2) - 1+2 Trip & Elbow (uf+1+2) - 1+2 Neck Shake Throw (Dragon Stance, 1) - 1 * Nina - Elbow Smash (df,df+1) - 1+2 Chin Bash (QCT,1+2) - 2 Standing Reverse Arm Lock (CB, 1,3,2,1) - 1 Rear Gatelatch Falconwing Squeeze (SRAL, ...) - 1+2 Falling Reverse Arm Lock (SRAL, ...) - 1 Knee Bash -> Neck Snap (CB, 2,3,4,2,2) - 2 Octopus Special (CB, NS, ...) - 1+2 Falling Neck Snap (CB, NS, ...) - 1 Crab Claw (QCT+3+4) - 1 Rolling Arm Bar (CC, ...) - 1+2 Achilles Tendon Lock (CC, ...) - 2 Knee Cross Lock (CC, ATL, ...) - 1 Rolling Achilles Tendon Lock (CC, ATL, ...) - 1+2 Twisting Shoulder Break (2,1,1+2,1+2+3) - 2 * Paul - Striking Shiho-Nage (df+1+2) - 1+2 Shoulder Ram (f~f+1+2) - 1+2 * Xiaoyu - Human Hurdle (f+2~1) - 1+2 Over-Shoulder Throw (QCB+2) - 2 * Yoshimitsu - Skydiver (QCB+1+2) - 1+2 ********************************************************************** 5 General Strategy ********************************************************************** ... More Coming Soon ... A. Cat Stance -> Toe Kick (b+4,4) When I first saw this move I was like "What the heck?" This is a move that may seem useless at first, but it is actually very useful. The Cat Stance is great at avoiding low attacks. Most low jabs will miss by default when you are in this stance. Moreover, should a low attack hit when you're in Cat Stance, Anna will auto-counter with the toe-kick before the other character's low attack connects. B. Cat Thrust (FC~f+2) This is the second of Anna's auto-parrying moves. If someone tries to hit you out of it with a high/mid attack, Anna will automatically parry the incoming hit. The Cat Thrust will also slightly stun your opponent if they block it. Not enough for you to get a free hit, but enough for you to remain on the offensive. C. Cold Blade (FC~df+2) Here is a move that hits low and gives you a guaranteed juggle if it hits...what more could you ask for? The execution time is a little on the slow side (ie. you can be jabbed out of it), but as long as you set up your opponent properly this move is one of the best in Anna's arsenal. D. Offensive Push (f+1+2) / Low Kick > Offensive Push (d+4~1~1+2) The first variation of this move (f+1+2) is definitely the better of the two. If you catch a croutching opponent with it, it will stag- ger them long enough for you to get in a free Reb Bomb (f~f+1+2). The second variant (d+4~1~1+2) will also stagger a crouching opponent, but it does not allow you to recover fast enough to get in any free moves. It does, however, allow you to keep the initiative. E. Rising Palm (QCT+2)_(WS+2) Another great move for Anna. If it hits on a counter, you'll get some nice juggles out of it. It's also a great way to mix up Anna's multi-part starter (QCT+1+2) to keep your opponents honest. The Rising palm will also slightly stun your opponent if blocked, allowing you to continue in pressing the attack. F. Low-Kick -> Jab combo (d+4~1)_(FC+4~1) One of the most important moves to remember, even moreso with Anna than with Nina. The first version of the move (d+4~1) will hit as a special-mid and then high. The kick will also slightly stun the other character, making it more difficult for them to duck the jab. If the kick connects, the jab will also connect. The second variant (FC+4~1) will hit low and then high. This move is great to keep pressuring an opponent, and figures in heavily in juggles and custom strings. G. The Red Bomb (f~f+1+2)_(WS+1+2) Very similar to Nina's Blonde Bomb, except that it will leave the opponent in a face-up, head-towards you position when you hit them. Personally, I don't find it as useful as Nina's, but it's still a good all around move. H. Flip Kick (U_UB_UF+4)_(FC,uf+4) Along with the Rising Palm, this is Anna's best juggle starter. It is a fairly slow move though, so beware of people jabbing you out of it. Lot's of cool juggles off this one (see juggles section). There are times in the game when this move will be guaranteed: Paul recover- ing from a Falling Leaf (d+4~2) for example. It is mostly a matter of knowing when you can use it which'll make or break this move for you. ********************************************************************** 6. VS Humas Strategy ********************************************************************** A. Custom Strings (aka Poking) So here we all thought Nina had the best closeup/in-your-face game in Tekken-3 ... think again. Anna can be absolutely devastating at point-blank range and IMO will completely destroy all those turtles out there. There are just too many options to go with, and many of her moves will slightly stun her opponents even when they're blocked. What's poking you say? Basically it is a way of stringing various quick moves together to form a nonstop attack, making it difficult for any opponent to interrupt you. The idea is to keep them on the defen- sive and to set them up for the big finish. Sometimes it's as simple as mixing up two or three moves, other times you may want to repeat a particular string throughout the match, only to change it at the end of the round. Here are some of the strings that I use: - d+4~1,d+1~n+4,repeat - d+4~1,b+4~4 - d+4~1~1+2,d+4~1... - d+4~1,1~4~D,(df+2_f+2_uf+1+2) - d+4~1,1~4,WS+2,repeat - df+3~1,df+3~1,d+3~2 - df+3~1,1,1,d+4~1... - df+3~1,d+4~1,df+1~2,(df~df+1_uf+1~2) As you can see, there are a lot of ways to string her moves together. One of the key things is to throw in some moves that will leave Anna in a crouching position, such as 1~4, or 2~d+3. Similar to the OGREs, Anna has a lot of good options from a crouching position, such as her cold blade, cat thrust, and even her overhead toss. Also remember her moves that cause block-stun. These include her d+4~1, WS+2, and her cat thrust. And never, never forget about her cat stance (see above). B. Special combos With Anna there are a couple of special combo starters and a whole new set of tactics to go along with them. The first of them is her taunt (1+2+3). As with all taunts in Tekken-3, her taunt can be can- celled at any time during its animation with any regular move. So even though she is facing away from her opponent, you can still get an in- stant flip-kick (uf+4) for example. The animation looks weird, but it works like a mofo. If someone happens to try to hit Anna out of this taunt, or just runs into her while she's shakin it, they will be stun- ned, and you can juggle them. A second special combo is possible with Anna after she powers up, or super-charges (accomplished by pressing all 4 buttons at once). When she is powered up she can do the following string: - df+3~1~2~3 In which the last hit has NO recovery time, allowing you to combo im- mediately after it. This makes combos like this possible: - SC,df+3~1~2~3~4 - SC,df+3~1~2~3~df+2,... All of the hits in these are guaranteed as long as the first hit con- nects. So now that you know about these evil little combos, how to apply them? Let's face it, nobody worth their mettle will allow you enough time to charge up or taunt right in front of them. However you can get a guaranteed super-charge or taunt after any of her juggles ending in df+3~1~4. Which allows you to setup some really nasty wake- up games and traps. After you've finished your juggle, power-up, run up to your recovered/ing opponent and start the SC,df+3... combo. Then once your opponent starts to anticipate this, you can run up to them and either do a d+3~2 (which is guaranteed to juggle if the low kick hits), or do a SS+2 (which is also guaranteed to juggle if it hits). As you can see, it opens up a whole bunch of possibilities. The same thing applies to her taunt. If you taunt right after finishing off a combo one of several things will happen: - Your opponent keeps lying there, and looking stoopid as you taunt. - They get up, rush in, and get stunned, looking even dumber. - They get up, rush in, and you interrupt your taunt and combo them. ********************************************************************** 7. Stuns & Juggles ********************************************************************** A. How To Juggle Start with with one of the juggle combos. The last hit should get your opponent into the air (aka: a float). Then do a juggling combo to keep your opponent in the air. You can also precede the juggling combo with a Stun move. B. Stun Moves f+1+2 Offensive Push [*Note* Let me know (tekken@starnetinc.com)if I missed any Stun Moves] C. Juggle Combo Opener df+2 Juggling Uppercut uf+4 Right Hop Kick UF+4 Flip-Kick SS+2(CH) Arm sweep SS+1+2(CH) Windmill FC,f+1(CH) Groin Punch FC,d/f+2 Cold Blade d+3,2(CH) Low-Kick, Uppercut WS_QCF+2 Rising Palm [*NOTE* Tell me (tekken@starnetinc.com) of any missed Juggle Openers] D. Juggling Combos [*NOTE* I don't have all of them yet, but these should be enough... ] [ Also, in most of the juggles below you can substitute a 1,2 ] [ for any df+1,2. However, the df+1,2 does more damage and ] [ makes the juggles easier, since it floats the opp. better. ] UF+4, df+1,2,df+3,1,4(,2,4) (the last sweep sometimes hits...) df+1,2,1,2,3 df+1,2,b+2,2 df+1,2,df+1,2,1,4 df+1,2,UF+4 df+3,1,4,2,3 df+3,1,df+3,1,4 df+3,1,df+1,2,1,4 df+3,1,df+3,1,2 df+3,1,n,2,f+1+2 2,UF+4 2,df+3,1,4 2,df+3,2,4 df+3,2,3 1_2,df+1,2,1,4 1,df+1,2,4 3,4 2,1,df+3,1,4 1,d+4~1,df+3,1,4 1,1,df+3,1,4 d+4~1,df+3,1,4 WS+2, 3,4 (QCF+2) df+3,4 df+1,2,df+3,1,4 df+3,1,4,2,3 df+3,1,df+3,1,4 df+3,1,df+1,2,1,4 df+3,1,df+3,1,2 FC,df+2,d+4~1,df+3,1,4 d+4~1,df+1,2,1,4 d+4~1,df+3,1,2 SS+2, FC,UF+4 WS+1+2 d+4~1,df+3,1,4 WS+4,d+4~1 WS+1,2,df+3,1,4 WS+1,2,1,4 d+1_d+2,WS+1,2,1,4 SS+1+2, df+3,1,4 1,2,d+4~1 FC,f+1, d+4~1,df+3,1,4 d+4~1,df+1,2,1,4 d+4~1,df+3,1,2 E. Silly Combos/Style Combos ... your choice =D UF+4,df+3,1,df+3,1,4,1+2+3 UF+4,1,1,d+4~1~1+2 [FC,f+1(CH)_SS+2(CH)_FC,df+2],d+4~1,d+4~1~1+2 UF+4,4,4 WS+2(CH),df+3~1~4~2~SS+2,d+4~1,df+3~1~4 (anti-techroll combo) F. Stun Combos f+1+2(bs),f~f+1+2 (this works if the f+1+2 hits a crouching opp.) G. Super Charge Combos (SC = ALL BUTTONS) SC,df+3~1~2~3~df+2,df+1~2,df+3~1~4 SC,df+3~1~2~3~UF+4,df+1~2,df+3~1~4 SC,df+3~1~2~3,df~df+1,d+3+4 SC,df+3~1~2~3~df+3~4 SC,df+3~1~2~3~uf+4,d+4~1,df+3~1~4 SC,df+3~1~2~3~b+1~1~1 SC,df+3~1~2~3~b+4~4 ********************************************************************** 8. Evil Anna (custom combos/tactix to really piss off your opponent) ********************************************************************** A. Custom combos 1~4~D,(df+2_f+2_f+1_uf+1+2) 2~d+3~D,(df+2_f+2_f+1_uf+1+2) $,n,(1+3)_(2+4) (d+1_d+2),uf+1+2 d+3,2,d+3,2... Infinite combo, if opponent keeps trying to get up... - If your opponent always gets up with a high kick, move in close and reverse it! - If your opponent does the quick recovery to get up, use your Arm Sweep (SS+2) quickly for a nice combo. - Change your fighting style. I.e Lots of punches in one round, kicks in the next, side-steps in the next, grabs in the next, etc. - Here's one I'm still working on: Instead of reversing or breaking an opponents TENstring, SIDE-STEP out of it and get a free back- throw/combo. - Anytime you flip your opponent over in mid-air, STOP whatever combo you were doing and do a f~f+4 falling heel. - If you knock your opponent down with a red bomb, run in with a jumping side-kick (run+3). If they try to get up, you'll nail 'em from behind. - Always finish off her combos with a taunt or supercharge. Not only will you get serious style points, but they lead to good setups as well. ********************************************************************** 9. Winning Stances ********************************************************************** To do the winning stance of your choice, you must *WIN* then hold the button number for the desired winning stance sometime before the replay ends. Punch buttons -- Shakes her chest, then spins and shows off that booty. Kick buttons -- Shake that booty. ********************************************************************** 10. Creditz ********************************************************************** Biggest thanx to Jason Arney for giving tons of Anna info ... most of her new moves, SC combos, some of the regular combos, etc... Thanx to Josh Kim for input, comp to practice on! Hey, I actually won the first round of a PSX tournament with her ... against an Eddy masher of all ppl :(