GiantDojo ALPHAv0.01
Anna

Anna

Anna - stance/mixup. Tools include i14 launcher.

stancemixup

Key Moves

df+2

i15 mid launcher. -12 on block, launches on hit.

df+1

i13 mid. -1 on block, +5 on hit.

db+2

i15 mid. -9 on block, +8g on hit.

dthendfthenfthen2

i16 mid. -12 on block, +3 on hit.

3+4

i14 mid parry, launcher. -16 on block, launches on hit.

fthenfthenF+4

i19 mid launcher, low crush. +3 on block, launches on hit.

Overview

Anna is classified as stance, mixup. Their toolkit includes homing options, wall-finish tools. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+1 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with f,f,F+4 (+3 on block).

Defense

  • Parry: 3+4 (Aphrodite’s Scorn) catches a high or mid attack and turns the round around.
  • Panic launcher: db+3 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Anna’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.