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
- Hold neutral with
df+1as your quick mid check. - Whiff-punish with
df+2(i15 launcher). - 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:
ws2ducks 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.