Tekken 5 Anna FAQ Submitted by scarlet_puppy in 2008 This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly. Use of this guide on any other web site or as a part of any public display is strictly prohibited and a violation of copyright. TABLE OF CONTENTS: ------------------------------- 1) Why write a FAQ on Anna? 2) Anna’s relative tier ranking. 3) Anna is not a clone of Nina! 4) Key 5) Pros and cons. 6) Profile and interludes. 7) Moves and their properties. 8) Credits 1) Why write a FAQ on Anna? There are two main reasons that I am doing this. Firstly, I have been interested in writing an FAQ for a while, so why not start with a character in what is, in my opinion, one of the best fighting games ever made? The second reason is that I think that Anna is underrated. She may not be the best character in the game, but she is definitely fun to play as, and she has some very useful tactics for you to use. Now, before I start, I’d like to say this: Tekken 5 is a game, it is meant to be fun, so don’t get frustrated if you lose. This FAQ is intended to allow you to have more fun with the game. By the way, this is my first every FAQ, so if there are any mistakes or whatnot in it, I apologise in advance. 2) Anna’s relative tier ranking. In Tekken 5, Anna is generally considered by most people as an upper-mid tier character, a little below Kazuya and Heihachi. However, some people debate that her tier ranking should be higher or lower. For instance, some Japanese players claim that she is top tier, while others think that this rating is too high. In my personal opinion, Anna is upper-mid tier as the majority of people say she is. If you want the highest chance of winning, go pick Steve or Devil Jin. If you just want to have fun, read on. 3) Anna is not a clone of Nina! I realise that most people will already know this and act accordingly, but some people just don’t seem to be able to understand it. Those people dismiss Anna as a clone of Nina, which is completely erroneous and foolish. Yes, they could be considered clones of each other in Tekken 1 and 2, possibly Tekken 3 as well, but this is Tekken 5, and Namco have done a good job of differentiating the two characters. They still share some moves, but they have just as many, if not more, which they have but the other doesn’t. By the way, in terms of tiers, Nina completely blows Anna out of the water, but I think that Anna is more fun to play as. Sorry if this seems pointless, but I just wanted to clear it up once and for all. Onto the next section. 4) Key From this moment onwards, I will be using the notations in this section to describe the moves. I would recommend that you read this section. Left Punch: 1 Right punch: 2 Move Forwards: f Move Backwards: b Left Kick: 3 Right Kick: 4 Jump: u Crouch: c Sidestep: SS From crouch: FC Rise from crouch: RC Quarter circle forward: qcf Back towards opponent: BT Chaos Judgement: CJ PS: During Palm Strike SRAL: During Standing Reverse Arm Lock AS: During Arm Sprain Hit levels: High: H Middle: M Low: L 5) Pros and cons Just like almost any other character in fighting game history, Anna has strengths and weaknesses which help or hinder her respectively. Therefore, I feel it is best to go through them with you. Pros: The first of Anna’s strengths is that she has a very good poking game. For almost any situation, Anna has some good pokes to chip away at the opponent. Two particularly good pokes are df+1,2 and df+4, which I regularly use in matches. Anna also has a good throw game. Although not as extensive as Nina’s, she has quite a few chain throws, and if you can remember how to do them, the rewards are very sweet indeed. But Anna’s best strength must be her juggling ability. She has many launchers up her sleeve from places you wouldn’t expect, and from there she can use her array of combos and mix-ups to deal devastating damage. Anna also has a great wall game. She has many good moves for pushing your opponent towards the wall, and from there she has some tactics which will deal out a big wedge of damage, the most well known example being ff+3,4,3b to CJ f+3. Finally, Anna has some very strong crouch options. She has many different moves she can do, all of which have several advantages in using them. Couple this with her bountiful amount of mix-ups and your opponent will be left baffled as to what to do. Cons: That isn’t to say that Anna is a perfect fighter. Although she is brilliant short-range, her long-range arsenal leaves a lot to be desired. As well as the fact that these long-range moves are quite scarce, most of them are generally either slow to execute, or highly punishable when blocked. This means that characters with more range, such as Paul and the Mishimas, can hit Anna easily from places where she cannot retaliate as effectively. Also, while her wall game and juggling are both spectacular, her oki is not very good. She has a couple of useful tools, such as db+3 and db+4,3, but these are generally only effective if the opponent doesn’t know Anna’s movelist very well. Otherwise, she cannot do that much in terms of effective oki. Similarly, she does not have many reliable tech traps, meaning there is little to discourage your opponent from tech rolling. Finally, she doesn’t have any moves that you can abuse, such as Nina’s uf+1. You have to use a wide variety of different moves, which is harder for some people than it is for others. These flaws in her character can be overcome if she is used correctly, but if you ignore them then your opponent will catch on and thrash you. Well, OK, the A.I. in this game won’t, but your friends certainly will. 6) Profile and interludes Name: Anna Williams. Country of origin: Ireland. Fighting Style: Bone Martial Arts (or Koppo) and Aikido. Age: 22 (technically 41 but kept in cryosleep for 19 years) Blood Type: A Height: 5’4’’ Weight: 108lbs. Prologue: Anna Williams. A woman who always fought with her sister, Nina. Nina vanished a few years ago, and Anna felt something was missing from her life. Then she got a call- from Nina. Anna met Nina a few days later and the moment she saw her sister, shots were fired. The ensuing fight lasted for days. In the end, they agree to settle things in the King of Iron Fist Tournament 5. Anna screams, ‘That *****! This time, she’s dead!’ Stage 4: Lee Anna: Well, it’s certainly an honor to meet you, Mr. Lee Chaolan. Lee: (bows) The pleasure is all mine, lovely lady Williams. Anna: Oh… when I imagine your beautiful face straining in pain, I just get chills. Lose Scenario: (Anna is lying unconscious. Lee has his foot on her.) Lee: What’s the matter princess? Where’s that attitude of yours now? Win Scenario: (Anna is sitting on top of Lee, who is kneeling down.) Anna: (laughs) Squeal like the little piggy you are! (Starts slapping his butt. Lee screams.) Come on! Stage 7: Nina Nina: It’s really a shame. This is the last time I’m going to see your face. Anna: So you’ve finally decided to show up. This time I will kill you! Win Scenario: (Nina is lying on the floor.) Nina: What are you waiting for, kill me. Anna: Nina, you’re pathetic. That didn’t satisfy me at all. I refuse to kill you. Nina: (starts hitting the ground and shaking her head) You *****! Anna: (laughs) That look is priceless. Epilogue: After being inspired by their sibling rivalry, a movie director insists on casting them in an upcoming film. ‘With that witch?’ Despite her deep hatred of her sister, she realises that this is a chance she can’t pass up. 7) Moves and their properties Before I start explaining how all of the moves work, I’ll tell you how it’s going to be laid out and explain. It will look like what is below. Move name: What the move is called. Move command: What buttons you have to press to do the move. Hit Level: Where the attacks hit (high, medium or low). Damage dealt: You can probably guess. Move analysis: Basically how useful the move is and what for. With throws, it is similar, except that Hit Level is replaced with this: Position from opponent: Where you are in comparison with your opponent. If you are facing them, it’s listed as front, on their left, left, on their right, you get the idea. Also, there will be this extra section: Escape: The button you need to press to escape the throw. Right, now that that’s out of the way, let’s do some move analysis. Standing Attacks: Move name: Left right combo. Move Command: 1, 2 Hit Level: H, H Damage dealt: 4, 10 Move analysis: Two quick punches to the head. Sure, it may not do much damage, but it’s safe on block and can be a good poking tool, as long as you don’t use it too often, for then your opponent will start crouching to avoid it. Move name: Left Right to Left Low Kick Move Command: 1, 2, 3 Hit Level: H, H, L Damage dealt: 4, 10, 10 Move analysis: This move is a simple but effective mix-up. If your opponent manages to block the first two punches, they will have to react quickly in order to block the low kick which follows. Use it to try and catch your opponent off-guard. Move name: Jab Combo roundhouse. Move Command: 1, 2, 4 Hit Level: H, H, H Damage dealt: 4, 10, 22 Move analysis: This move is very easy to block or avoid, because all three of the moves hit high. However, this move can be good if you want an effective way to end a juggle with some good damage. Move name: Jab Low Kick Move Command: 1, 4 Hit Level: H, L Damage dealt: 4, 8 Move analysis: This move is a lot like 1, 2, 3, except with one less punch. Basically, this acts as a good but simple mix-up to confuse your opponent. Move name: Left Right Left Combo Move Command: 1, 2, 1 Hit Level: H, H, H Damage dealt: 4, 10, 7 Move analysis: Treat this move like you would treat 1, 2, except there is an extra punch. In other words, use it sparingly. Move name: Left Right Left to Frost Needle. Move Command: 1, 2, 1, 4 Hit level: H, H, H, H Damage dealt: 4, 10, 7, 21 Move analysis: Don’t even think about using this move if your opponent is standing. They will undoubtedly block the last kick, which leaves you massively open to attack. However, this move makes a good juggle ender for an extra dollop of damage. Move name: Jab Combo Low Kick. Move Command: 1, 2, 1, d+4 Hit level: H, H, H, L Damage dealt: 4, 10, 7, 8 Move analysis: This is a lot like 1, 2, 3 and 1, 4, except that there are more punches. Just like with those two moves, it makes a good simple mix-up to use occasionally. Move name: Right Left Combo. Move command: 2, 1 Hit level: H, H Damage dealt: 10, 6 Move analysis: Like 1, 2, this move acts as a good poking tool if used in moderation. However, it is slightly slower, giving your opponent more time to react. Move name: Biting Snake (short) Move command: 2, 1, 4 Hit level: H, H, L Damage dealt: 10, 6, 8 Move analysis: Yet another move involving two punches and a low kick. Again, a simple mix-up that can work well if used occasionally. Move name: Jab Roundhouse Move command: 2, 4 Hit level: H, H Damage dealt: 10, 22 Move analysis: Like 1, 2, 4, except without the first punch. Easy to block or avoid, but can be good for juggling. Move name: Jab Left Kick Move command: 2, 3 Hit level: H, H Damage dealt: 10, 20 Move analysis: A simple punch followed by a kick to the head. It is very quick, making it effective for poking and safe on block, but it is also easy to dodge by crouching. Use with caution. Move name: Jab Sweep. Move command: 2, d+3 Hit Level: H, L Damage dealt: 10, 10 Move analysis: Think 1, 4, except with the limbs switched. Look at that move to see when to use it. Move name: Head Ringer. Move command: 3, 4 Hit Level: H, H Damage dealt: 25, 15 Move analysis: I like this move. If they get hit by the first move, they will most likely also get hit by the second. Also, this is good for pushing your opponent towards the wall. Don’t use it too often though, or your opponent will catch on and punish you. Move name: Spike combo to left uppercut. Move command: 3, 3, 2 Hit Level: H, L, M Damage dealt: 25, 10, 10 Move analysis: This is a very useful move indeed. As well as being a good mix- up and causing a good deal of damage, the final hit acts as a good launcher, and from there you can do some juggling, with devastating effects on your opponent’s health. Move name: Spike Combo to Right High Kick Move command: 3, 3, 4 Hit Level: H, L, H Damage dealt: 25, 10, 20 Move analysis: This is also a very good move. It causes a lot of damage if you can get all three hits in, but unlike 3, 3, 2, it doesn’t have launching capabilities. Also, the final hit is easier to avoid since it hits high rather than middle. Move name: Right High Low Spin Kick Move command: 4, 3 Hit Level: H, L Damage dealt: 15, 15 Move analysis: This is a nice move to use in conjunction with others. It is fast, relatively safe on block, and it is very hard to block both attacks. Move name: Right Left Combo. Move command: f+1, 2 Hit Level: H, H Damage dealt: 12, 6 Move analysis: This move is almost identical to 2, 1. The only difference is that the first hit causes 12 damage instead of 10. Move name: Right Left Combo to Frost Needle. Move command: f+2, 1, 4. Hit Level: H, H, H Damage dealt: 12, 6, 21 Move analysis: The same as 1, 2, 1, 4 except without the first punch. Depending on the position of your opponent in the air, this may be better for juggling that 1, 2, 1, 4. Just like with 1, 2, 1, 4, you shouldn’t use it when the opponent is standing. Move name: Biting Snake (short) Move command: f+2, 1, d+4 Hit Level: H, H, L Damage dealt: 12, 6, 8 Move analysis: The same as 2, 1, d+4, except the first hit does more damage here. If only because of that, I would recommend using this move instead of 2, 1, 4. Move name: Head ringer Move command: f+3, 4 Hit Level: H, H Damage dealt: 28, 15 Move analysis: The first move knocks your opponent to the ground, so that the second hit will miss. It is good for pushing your opponent towards the wall, but I would recommend using 3, 4 instead, since it does more damage and without losing any other benefits. Move name: Imploding Star Move command: f+4 Hit Level: M Damage dealt: 25 (37 if clean hit) Move analysis: One of Anna’s better long-range moves. It isn’t very safe on block, but it is great for pushing your opponent towards the wall, especially on counter hit. I would recommend doing this move sparingly so that the opponent doesn’t expect it, possibly even getting a counter hit as well. Move name: Blonde Bomb Move command: f+1+2 Hit Level: M Damage dealt: 20 (30 if clean hit) Move analysis: Ah, the famous blonde bomb. Essentially, this move hasn’t changed much. This is a good move to do long-range, so that the opponent will not be able to attack as quickly if they block. Also it is good for getting the opponent close to the wall. Move name: Uppercut Jab Move command: df+1, 2 Hit Level: M, H Damage dealt: 10, 13 Move analysis: This is not only one of Anna’s best poking tools, but one of the best in the entire game. The first hit interrupts crouching opponents, it is very safe on block, and it occurs very quickly. Overall, this move is great; use it often. Move name: Radiant Arch Move command: df+1, 2, 3 Hit Level: M, H, H Damage dealt: 10, 13, 17 Move analysis: The last kick acts as a launcher, which can have good shock factor, but the kick is also slow, meaning it is not very safe on block. I occasionally like to use it in juggling, but I wouldn’t recommend using it all the time. Move name: Cutting Crescent Move command: df+1, 2, 4 Hit Level: M, H, H Damage: 10, 13, 22 Move analysis: If you want a good move to end your juggle in style, this is definitely it. You can also use it while the opponent is standing if you like, although be away that the last hit will likely be blocked. If it does hit, it sends your opponent flying, which means you can get a counter hit when they run at you. Overall, this is a pretty great move. Move name: Step-in Uppercut Move command: df+2 Hit Level: M Damage: 15 Move analysis: This is a very useful move, this is. It has more range than most character’s df+2, making it more useful for long-range opponents. It acts as a simple launcher, and interrupts crouching opponents. I use this move very often during matches, due to the simplicity and effectiveness. Move name: Leg Slicer Combo Move command: df+3, 1, 2 Hit Level: M, H, H Damage dealt: 10, 10, 6 Move analysis: A mid kick followed by two punches. I don’t really use this move very often. It can be a good poking tool, but she has many others which are more effective. The second hit takes a while to do, giving the opponent a chance to break the combo. Ultimately, this move isn’t very good. Move name: Twisting Rush Move command: df+3, 1, 4, 2 Hit Level: M, H, H, H, H Damage dealt: 10, 10, 15, 12 Move analysis: This moves forces your opponent to continuously block provided that the second attack hits. With luck they might let their guard down. I wouldn’t recommend leaving it like this, however. For best results, you should always follow up with a fifth hit. Move name: Twisting Rush Sidestep Move command: df+3, 1, 4, 2, u/b Hit Level: M, H, H Damage dealt: 10, 10, 15 Move analysis: The fourth hit is stopped shortly before impact, and then is followed by a sidestep. This is good for confusing your opponent and being evasive. Move name: Twisting Rush High Kick Move command: df+3, 1, 4, 2, 3 Hit Level: M, H, H, H, H Damage dealt: 10, 10, 15, 12, 20 Move analysis: Since the last four attacks all hit high, chances are all of them will be blocked easily. Add in that it isn’t very safe on block and you’ll find that this move isn’t all that great. Move name: Twisting Rush Sudden Storm Move command: df+3, 1, 4, 2, uf+3 Hit Level: M, H, H, H, M Damage dealt: 10, 10, 15, 12, 25 Move analysis: Hmm. This move isn’t brilliant. The final hit will most likely be blocked, leaving you in a bad way. Don’t rely too much on this move. Move name: Twisting Rush Sweep Move command: df+3, 1, 4, 2, 4 Hit Level: M, H, H, H, L Damage dealt: 10, 10, 15, 12, 22 Move analysis: This is more like it. After the opponent has blocked the first four hits, they have the fifth low kick to contend with. This move is good for catching your opponent off-guard. I use it quite often. Move name: Twisting Rush Blonde Bomb Move command: df+3, 1, 4, 2, 1+2 Hit Level: M, H, H, H, M Damage dealt: 10, 10, 15, 12, 20 Move analysis: So the first four hits now have a blonde bomb tacked onto the end. If your opponent has been hit by the previous attacks, by all means use this to push them towards the wall. Otherwise, they will likely block this move. Move name: Creeping Snake. Move command: df+3, 2 Hit Level: M, H Damage dealt: 10, 12 Move analysis: I wouldn’t recommend using just these two hits on their own, although they can be good for poking. Use one of its follow-ups for maximum effect. Move name: Creeping Snake Sidestep. Move command: df+3, 2, u/b Hit Level: M, H Damage dealt: 10, 12 Move analysis: So basically the two hits are followed by a sidestep. This is good for confusing your opponent, but don’t keep using it over and over, because then they will catch on and punish you. Move name: Creeping Snake. Move command: df+3, 2, 1, 4 Hit Level: M, H, H, L Damage dealt: 10, 12, 6, 8 Move analysis: This is a very good mix-up to try and trick your opponent. Unless your opponent is very skilled, at least one of these will hit. I recommend this move, especially if you want to try and open up room for a launcher. Move name: Creeping Snake to Roundhouse Move command: df+3, 2, 4 Hit Level: M, H, H Damage dealt: 10, 12, 22 Move analysis: This move is better than 1, 2, 4 because the first move hits middle rather than high. The last hit is still susceptible to being crouched though, so the move isn’t very safe. Don’t bother with it. Move name: Creeping Snake to Left Kick. Move command: df+3, 2, 3 Hit Level: M, H, H Damage: 10, 12, 20 Move analysis: This is one of Anna’s better pokes. All of the three attacks are very quick and safe on block. This is best used alongside other pokes. Move name: Creeping Snake to Left Low Kick. Move command: df+3, 2, d+3 Hit Level: M, H, L Damage: 10, 12, 10 Move analysis: Yet another deceptive mix-up. I really like this move, because it has all the good characteristics of pokes as well as mix-ups. Move name: Approaching Storm Move command: df+3, 3, 3, 1 Hit Level: M, H, H, H Damage: 10, 6, 8, 14 Move analysis: Although it is quick and the last hit launches, this move isn’t very good due to the fact that it is so predictable and therefore can be avoided with incredible ease. It isn’t really worth it. Move name: Flash Kicks Move command: df+3, 3, 3, 4 Hit Level: M, H, H, H Damage: 10, 6, 8, 15 Move analysis: Likewise, this move is also very predictable and easy to block. You might get one or two hits, but good luck getting them all. Move name: Mid Head Ringer Move command: df+3, 4 Hit Level: M, H Damage: 10, 15 Move analysis: Think 3, 4, except that the first hit is middle instead of high and is weaker. It is good for pushing your opponent towards walls, and the first hit can’t be ducked. This is a nice move to use if you don’t like the risks of 3, 4. Move name: Wine Opener Move command: df+4 Hit Level: L Damage: 10 Move analysis: This move is a lot better than it looks. Sure, the range isn’t great, and it does little damage, but it also acts as a good fast poke, especially since it hits low, and also it gives frame advantage on a successful hit. I like this move a lot. Move name: Guard Breaker Move command: df+1+2 Hit Level: M Damage: N/A Move analysis: This move is used to give you frame advantage. It hits both standing and crouching opponents. Add in that it is unblockable and you have a great move for giving you advantage, enough for a free df+2. This move is also one of Anna’s few reliable tech traps. Move name: Low Jab Rising Kick Move command: d+1, 4 Hit Level: M, M Damage: 5, 15 Move analysis: Yet another useful poke in Anna’s arsenal. This time around it can catch your opponent unawares, and is useful when used with other pokes. Move name: Ice Sickle Move command: d+2 Hit Level: M Damage: 15 Move analysis: As well as being good for interrupting crouching opponents, this move is also good for providing frame advantage. It can also be used in conjunction with other such moves, such as df+4. Move name: Left Spin Low Kick to Right Uppercut Move command: d+3, 2 Hit Level: L, M Damage: 12, 12 Move analysis: The last move is an effective and simple launcher. Add in the fact that this move is a good mix-up and you have a very useful tool here. Also, if your opponent is lying down, the d+3, lifts your opponent into the air, giving you a chance to do some quick juggling. I use this move very frequently. Move name: Left Spin Low Kick to High Right Kick Move command: d+3, 4 Hit Level: L, H Damage: 12, 15 Move analysis: The effectiveness of this move depends on how skilled your opponent is. Against A.I. or unskilled opponents, both moves will hit and mess with your opponent’s strategy. With skilled players, if they get hit by the first move, they will stay crouched so that the second will whiff, giving them a lot of advantage. Use at your own risk. Move name: Bloody Scissors Move command: d+1+2 Hit Level: M Damage: 50 Move analysis: Most characters have at least one powerful unblockable. Anna has the privilege of having two, this being one of them. Like with most unblockables, it takes a while to charge up, thus limiting the usefulness greatly. I don’t use this very often for that very reason, but it really depends on your playing style. Move name: Low Kick Spin Punch Move command: d+4, 1 Hit Level: L, H Damage: 7, 10 Move analysis: Guess what, it’s another basic mix-up. It works well though, and can be very good for confusing the opponent. Move name: Low Kick Spin Punch to Sidestep Move command: d+4, 1, u/b Hit Level: L Damage: 7 Move analysis: Like with other similar moves, the second hit is stopped halfway and then a sidestep follows. Good for evasive play if you are a turtle. Move name: Low Kick Spin Punch to Bloody Scissors Move command: d+4, 1, d+1+2 Hit Level: L, H, M Damage: 7, 10, 50 Move analysis: If you have read the move analysis for Bloody Scissors, you will know that I don’t use powerful unblockables very often due to the large charge up time. But it really depends on your playing style. Move name: Heel Grind Move command: d+3+4 Hit Level: L Damage: 15 Move analysis: This is one of Anna’s few useful oki tools. For some reason you can also do this while the opponent is standing. Anyway, if it connects, Anna rubs her foot in and forces the opponent down, and if you’re quick long enough for another d+3+4. This move is good if your opponent is very close-up while lying down. Move name: Scarlet Rain Move command: db+1 Hit Level: M Damage: 22 Move analysis: This is a very cool looking move, and also has good use in certain situations. If this hits counter, your opponent is forced to the ground with their legs towards you, in the perfect position for some oki. If it doesn’t hit counter or is blocked, I would recommend using one of the follow-up moves. Move name: Scarlet River Move command: db+1, 1 Hit Level: M, L Damage: 22, 15 Move analysis: So the first hit is now followed by an arm going the other way. One thing I found was that the move leaves you open even if you hit your opponent properly. If you want to use it, do a quick poke afterwards to stop your opponent attacking you. Move name: Scarlet Spout Move command: db+1, 4 Hit Level: M, M Damage: 22, 15 Move analysis: The second hit acts as a launcher. Not as good as df+2 or d+3, 2 or anything, but a launcher nonetheless. It also hits opponents lying down, such as if the first hit is counter. This move isn’t too bad, but be wary that it isn’t safe at all. Move name: Low Jab Rising Kick Move command: db+2, 4 Hit Level: M, M Damage: 8, 15 Move analysis: Almost exactly like d+1, 4, except with the other arm. Good for use in poking, especially if you are against someone who likes to crouch. Move name: Mudslide Move command: db+3 Hit Level: L Damage: 17 Move analysis: Definitely one of Anna’s more useful oki tools. This moves tracks to the left as well. If your opponent is down and has to stay there for a couple of seconds it’s worth doing this move. But NEVER use this move while the opponent is standing, because they will punish you badly. Move name: Severe Quake Move command: db+4, 3 Hit Level: L, L Damage: 18, 16 Move analysis: Arguably Anna’s best oki move. This is a lot like db+3 except with two hits. This is a very good move to use for extra damage after a juggle, or even on its own. Like with db+3, you should never use this move while they are standing, otherwise they get massive frame advantage upon blocking it. Move name: Hunting Swan Move command: db+1+2 Hit Level: M Damage: 95 Move analysis: The second of Anna’s powerful unblockables, and her most damaging move in the game. It takes surprisingly little time to charge up also, but it still takes long enough for it to be interrupted with ease. For that reason, I don’t use this, or any other unblockables, very often at all. Move name: Hunting Swan Cancel Move command: db+1+2 uu Hit Level: N/A Damage: N/A Move analysis: So basically the move is cancelled. I suppose it might keep your opponent guessing, but really this move seems… not very useful. Move name: Cross Cut Saw Move command: b+1, 2, 2 Hit Level: M, H, M Damage: 10, 10, 24 Move analysis: This move has replaced Anna’s old b+1, 1, 1. This move is more style than substance, which may be cliché, but it’s true. It is easy to block, predictable and not very safe. I wouldn’t bother using it. Move name: Double Slap Move command: b+2, 2 Hit Level: H, H Damage: 15, 18 Move analysis: This move has many disadvantages. It is slow and easy to block, and also very easy to punish when blocked. Also, be aware that women opponents can return the slap by pressing b+2. Although this move does turn your opponent’s back towards you, giving you a free combo, the risks outweigh the benefits. Move name: Chaos Judgement Move command: b+3 Hit Level: N/A (Stance) Damage: N/A Move analysis: This stance is quite good. It has five moves which can be done from it, and it also has the ability to reverse throws. Use this stance in moderation, for it can be good for keeping yourself unpredictable. As a side note, this used to be b+4. Why they switched it I don’t know. Move name: Infernal Storm Move command: CJ 1 Hit Level: H Damage: 14 Move analysis: It’s the 1 off of df+3, 3, 3, 1. On its own, it is a good launcher. It hits high, but it isn’t too bad when blocked, so this move might be worth trying. Move name: Picking Heel Move command: CJ 3 Hit Level: M Damage: 21 Move analysis: This move is not only good for pushing towards walls, but it also acts as good for wall comboing. Basically this move is good for anything involving walls. Move name: Infernal Avalanche Move command: CJ 4 Hit Level: L Damage: 12 Move analysis: This move isn’t very safe on block, but if you can convince your opponent that you will go high from numerous tactics, it will force them to the ground for a free db+4, 3. This move is a big gamble, but it may pay off. Move name: Forward Roll Move command: CJ f Hit Level: N/A Damage: N/A Move analysis: Does exactly what it says on the tin. Using this move on its own isn’t very useful. I prefer to use the following move. Move name: Rolling Stone Move command: CJ f+3 Hit Level: M Damage: 27 Move analysis: This is more like it. This move can be used for some great wall combos, especially if used as the final move. Very useful indeed. Move name: Fatal Attack Combo Move command: uf+1, 3 Hit Level: H, M Damage: 10, 16 Move analysis: This is a nice poking tool. The final hit gives frame advantage, although not as much as in previous games. Nonetheless, this is still good for poking. Move name: Hail Storm Move command: uf+1, 3, 3+4 Hit Level: H, M, M, M Damage: 10, 16, 10, 10 Move analysis: This is yet another good move for pushing your opponent towards the wall. What is particularly cool is that if the second attack connects, the next two hits are guaranteed to hit because of the frame advantage. Move name: Sudden Storm Move command: uf+3 Hit Level: M Damage: 25 Move analysis: This move acts as a good low crush, and also when it is blocked she lands further away from the opponent, limiting the ways in which she can be punished. However, it is also very slow, meaning that it is not very effective against opponents, since they have a lot of time to react. Move name: Can Opener Move command: uf+4, 3, 4 Hit Level: H, L, H Damage: 20, 10, 14 Move analysis: Treat this as d+3, 4 with an extra high kick. It’s a cool mix- up to try and let your opponent’s guard down, but don’t do it too often or they will punish you. Move name: Can Opener Move command: uf+4, 3, 4, u/b Hit Level: H, L, H Damage: 20, 10, 14 Move analysis: Like with the other moves involving sidesteps afterwards, good for evasive play and confusing your opponent. Move name: Quick Somersault Kick Move command: UF+4 Hit Level: M Damage: 22 Move analysis: I like this move. It is relatively safe on block, and also acts as quite a good launcher. I use it fairly often during fights. Move name: Executioner Move command: ff+2 Hit Level: H Damage: 21 Move analysis: Almost too good for words. This move tracks entirely to the left and right, making sidestepping completely useless. This move also gives frame advantage on block, making it a turtle’s nightmare. The only thing stopping it being completely broken is that it hits high, meaning it can be avoided by ducking. Oh well, you can’t have everything. Move name: Treading Water Move command: ff+3, 4, 3 Hit Level: M, M, M Damage: 20, 15, 15 Move analysis: This move is known as Anna’s ultimate juggle ender, and with good reason. It can also be used for setting up damaging wall combos. Move name: Treading Water to Chaos Judgement Move command: ff+3, 4, b+3 Hit Level: M, M, M Damage: 20, 15, 15 Move analysis: This move is even better. As well as all of the benefits of the previous move, you can follow up with a move such as CJ f+3, which makes for a devastating wall combo, or even a great wall carry. Abuse this move. Move name: Treading Water to Hunting Swan Move command: ff+3, 4, b+3: 1+2 Hit Level: M, M, M, M Damage: 20, 15, 15, 50 Move analysis: If you’ve read most of my FAQ up until now, you will know that I do not particularly like powerful unblockables due to the charge-up time. Again I wouldn’t recommend it, but it’s up to you. Move name: Falling Heel Move command: ff+4 Hit Level: M Damage: 20 Move analysis: This move is bad. Period. It may hit grounded opponents, but it is also really slow, easy to block and punishable. Move name: Falling Heel to Chaos Judgment Move command: ff+4, b Hit Level: M Damage: 20 Move analysis: This move is better because you can retaliate quickly if the move is blocked, but really you should use ff+3, 4, b+3 instead. Move name: Assassin’s Dagger Move command: d, DF+1 Hit Level: H Damage: 18 Move analysis: This move is often feared because if hit on counter it is a fantastic launcher, giving you the opportunity for some great juggles. Now, if only it hit middleinstead of high… Move name: Piston Kick Move command: qcf+4 Hit Level: M, M Damage: 12, 12 Move analysis: Two kicks that knock your opponent to the ground. I don’t use this very often because it is not very safe on block and it doesn’t do much damage. But you might like it more than I do. You can decide for yourself. Move name: Bone Cutter Move command: fff+3 Hit Level: H Damage: 20, 20 Move analysis: One kick followed by an arm lock if connected properly. This is a nice move, but you may have problems running to your opponent and then connecting properly, since they have ages to react by ducking or sidestepping or something. Move command: Backflip Move command: ub Hit Level: N/A Damage: N/A Move analysis: Exactly what you would expect. It limits your opponent’s options, and is useful for all you turtles out there. Move name: Reversal Move command: b+1+3/2+4 Hit Level: Catches High and Middle attacks Damage: 25 Move analysis: Ah, this is a great move if you can time it right. Not many characters have reversals, but Anna has the privilege of being one of the few that does. Of course, you don’t have to use it, but it is helpful. Attacks from Crouch: Move name: Low Somersault Move command: FC uf+4 Hit Level: M Damage: 22 Move analysis: It’s the same as doing UF+4 from a standing position. I wouldn’t bother doing this; stick with the regular UF+4. Move name: Rainbow Kick Move command: FC UF+4 Hit Level: M Damage: 35 Move analysis: Think UF+4 except slower and more powerful. It might be worth doing this occasionally. If your opponent blocks this they get a free move, but it sure looks cool when it goes right. Move name: Cat Thrust Move command: FC f+1 Hit Level: M Damage: 27 Move analysis: A painful stab to the crotch. This move knock your opponent backwards slightly on block, making it slightly safer. Also, if it hits you get a free ground combo like db+4, 3. This is worth doing every now and then. Move name: Right Hand Stab Move command: FC f+2 Hit Level: M Damage: 25 Move analysis: The cool thing about this move is that it has a parry property, albeit shortened since it was introduced in TTT. It causes your opponent to flop slowly towards the ground, giving you a free combo like df+1, 2, 4. Move name: Right Handed Sweep Move command: FC df+2 Hit Level: L Damage: 23 Move analysis: Some people consider this a launcher, but really the time it takes to recover after the move makes its use as a launcher very limited. However, they cannot tech roll after the move is done, so you can try and trap them into eating some damage. Use with diligence. Attacks while rising from crouch: Move name: Rising Palm Move command: RC+2 Hit Level: M Damage: 22 Move analysis: Think df+2 except more powerful and slower. You can also do qcf+2 if you wish. Use this if you can force yourself into a crouching position after a move such as 4, 3. Move name: Back Kick Move command: RC+3 Hit Level: H Damage: 25 Move analysis: Can be good for knocking your opponent towards walls, but 3, 4 and uf+1, 3, 3+4 both do it better. Not great, but it isn’t unusable. Move name; Rising Kick Move command: RC+4 Hit Level: M Damage: 16 Move analysis: It’s a lot like most character’s rising kicks. If you find yourself in a crouched situation, it can be quite good, but don’t bother crouching with the sole intent of doing this move. Attacks from sidestep: Move name: Chaos Tail Move command: SS+2 Hit Level: L Damage: 12 Move analysis: A low spinning poke. This can be good for tricking your opponent, but be wary that it may be blocked. Move name: Slice Shot Move command: SS+3 Hit Level: H Damage: 24 Move analysis: It’s a lot like the 4 in df+1, 2, 4 with the leg switched. It might be worth doing every now and then, if only because it looks so cool when it works. Move name: Bloody Chaos Move command: SS+1+2 Hit Level: M, M Damage: 8, 14 Move analysis: Ah, I like this move. It is a safe move, almost to the point that you can abuse it. This is definitely worth doing if you get the chance. String Hit Combos: Move name: String Hit Combo 1 Move command: 1, 2, 1, 2, 3, 3, 2, 1, 2, 4 Hit Level: H, H, H, H, H, L, H, H, H, H Damage: 4, 10, 6, 6, 7, 9, 6, 6, 6, 30 Move analysis: Frankly, I don’t think 10 hit combos are that great. They take a long time to remember, and then many good players will parry it with ease. It can be good for owning noobs, though. Anyway, this particular combo is even worse because almost all of the moves hit high. Move name: String Hit Combo 2 Move command: 1, 2, 1, 2, 4, 1, 2, 2, 3+4, 2 Hit Level: H, H, H, H, M, H, H, H, M, M, M Damage: 4, 10, 6, 6, 18, 7, 8, 8, 10, 8, 25 Move analysis: I suppose this combo is slightly better because it mixes up more, but the same rules apply: it still is vulnerable to parries and blocking. Move name: String Hit Combo 3 Move command: 1, 2, 1, 2, 4, 1, 2, 2, 3+4, 3 Hit Level: H, H, H, H, M, H, H, H, M, M, L Damage: 4, 10, 6, 6, 18, 7, 8, 8, 10, 8, 12 Move analysis: This move is very similar to the last one. In fact, only the last hit is different. It is a lot weaker, but it might surprise your opponent to see a low after a multitude of high and middle hits. But really, like the other string combos, I personally don’t think it’s worth the effort. Throws: Move name: Cruel Punishment Move command: 1+3 Position from opponent: Front Escape: 1 Damage: 35 Move analysis: Well, good players will escape it with ease, but it is a nice move to use for some good damage against beginners and CPU opponents. Move name: Losing Face Move command: 2+4 Position from opponent: Front Escape: 2 Damage: 4, 5, 6, 20 Move analysis: Treat this move similarly to 1+3, except you have to press the other button to escape. The same rules apply. Move name: Embracing Elbow Strike Move command: df, df+1 Position from opponent: Front Escape: 1+2 Damage: 33, 10 Move analysis: This is more like it. It’s harder to predict, and does more damage. It also gives you a free combo such as d+3, 2. Move name: Neck Cutter Move command: uf+1+2 Position from opponent: Front Escape: 1+2 Damage: 20, 20 Move analysis: Another cool throw. It throws your opponent miles across the stage, which can be good for getting them near walls. Speaking of which, if this throws your opponent against a wall, you get extra damage. This is one of my favourite Anna throws without a doubt. Move name: Torso Splitter Move command: 1+3 or 2+4 Position from opponent: Left Escape: 1 Damage: 40 Move analysis: A fairly standard throw. It’s okay, but it isn’t particularly great either. It isn’t worth sidestepping solely to do this move. Move name: Serpentine Arm Snap Move command: 1+3 or 2+4 Position from opponent: Right Escape: 2 Damage: 38 Move analysis: Again, a fairly standard throw. It is pretty much the same as Torso Splitter in terms of usefulness. Move name: Triangle Hold Move command: 1+3 or 2+4 Position from opponent: Back Escape: N/A Damage: 60 Move analysis: This move is just plain cool. It cannot be escaped, it does major damage and leaves you in a perfect position for some oki. If your opponents back ever gets turned towards you (for example, after b+2, 2), it is definitely worth trying to do this move. Move name: Palm Strike Move command: qcf+1+2 Position from opponent: Front Escape: 2 Damage: 15 Move analysis: It allows for some very nice chain throws if you can remember the combos, and Anna is one of only three who has chain throws (King and Nina are the other two). This is worth doing if your opponent isn’t good at breaking throws. Note: From now on, all throws stem from this one, so I will leave out the ‘position from opponent’ part of the move description to save time. Move name: Arm Bar Move command: PS 3, 4, 3, 1+2 Escape: 1+2 Damage: 30 Move analysis: I like this move. After you have done it, you do a backflip away from your opponent, meaning that they do not have as many options for attack while rising from the ground. However, you cannot get more chains from this move, which makes it less effective than this next move. Move name: Standing Reverse Arm Lock Move command: PS 1, 3, 2, 1 Escape: 1 Damage: 20 Move analysis: A simple arm lock, but it can lead to another chain afterwards that can cause devastating damage overall if they don’t break it. Move name: Falling Reverse Arm Lock Move command: SRAL 2, 1, 3, 4, 1+2 Escape: 2 Damage: 25 Move analysis: It’s nice, but it’s a pain in the neck to remember and you have to get the timing very accurate. Use only if you are very good at chaining throws. Move name: Rear Falcon Wing Squeeze Move command: SRAL 3, 1, 4, 1+2, 1+2 Escape: 1+2 Damage: 25 Move analysis: The situation here is similar to with the previous move, except that this time around it is slightly harder to break. Again, use only if you are good at this sort of thing. Move name: Gatelatch Toss Move command: SRAL 2, 3, 1+2, 3+4, 1+2 Escape: 1 Damage: 30 Move analysis: I like to think of this as a more extreme version of the above two moves. It causes more damage, but is also even harder to remember. Otherwise, this throw is very similar to the other chain throws. Move name: Arm Sprain Move command: PS 1+3, 4, 1+2 Escape: 2 Damage: 30 Move analysis: You know how I talked about the above throws being hard to execute but very rewarding? This is the same sort of thing. It is more effective than SRAL, but good luck getting this right every single time. Move name: Inverted Crucifix Move command: AS 4, 3, 4, 3+4, 1+2 Escape: 1+2 Damage: 32 Move analysis: This causes a lot of damage. Think about it: how much is 15+ 30+ 32? In case you aren’t good at maths, it’s 77, which is half of the opponent’s life bar! But you can probably guess that this move isn’t easy to do by looking at its move command… Move command: Rear Cross Lock Move command: AS 1+2, 4, 3, 1+2, 1+2, 1+2 Escape: 1 Damage: 35 Move analysis: This move isn’t particularly hard to remember as such, but you have to be quick if you want to get it in, what with all the buttons you have to press. 8) Credits I don’t have many to thank here, but there are a few: Namco: For making such a great game! GameFAQs: For hosting this FAQ. Allyourbase: Your FAQ inspired me greatly. IGN: I used their FAQ formatter to clean this up a bit. Tekken Zaibatsu: For throw breaks and move information. That’s about it. I hope you enjoyed reading my first ever FAQ!