Thursday, December 17, 2009

T6 BR Anna Williams threads




Anna - Tekken 6 BR Juggle

d/f+2
d/f+2, d/f+1, d/f+3,2~SS+3 B!
d/f+2, d/f+3,2, f+2, d/b+1 B!
d/f+2, d/f+3,2~d/f+1, d/b+1 B!
d/f+2, QCF+1, 2, d/f+3,2~SS+3 B!

u/f+1,3,3+4
u/f+1,3,3+4, [Dash] d+4,1, [Dash] 1, d/b+1 B!
u/f+1,3,3+4, [Dash] 1, d/f+3,2~SS+3 B!

d/b+3_[CH]SS+2
d/b+3_[CH]SS+2, [WS]1, d/f+3,2~SS+3 B!
d/b+3_[CH]SS+2, d+4,1, f+2, d/b+1, B!

[FC]d/f+2_[FC]f+1
[FC]d/f+2_[FC]f+1, [FC]d/f+4,1, f+2, d/b+1 B!
[FC]d/f+2_[FC]f+1, [FC]d/f+4,1, QCF+1, d/b+1 B!
[FC]d/f+2_[FC]f+1, d+3,4

[CH]QCF+1
[CH]QCF+1, QCF+1, d/f+3,2~SS+2 B!
[CH]QCF+1, U/F~n+4, d+4,1, d/b+1 B!
[CH]QCF+1, U/F~n+4, d/f+3,2~SS+2 B!
[CH]QCF+1, u/f+3, d+4,1, d/b+1 B!

B!
d/f+1, f,f+3,4,3
d/f+3,2~d/f+1
d/f+3,2~QCF+3,2
d/f+3,2~d/f+1, f+2+3
d/b+3+4, 4
u/f+1,3,3+4
d/b+2,f+2


W!
d/f+1,2, f+2+3
d/f+3,2, f+2+3
d/f+1, f,f+3,4,3
d/f+3,2~SS+3
d+1, [WS]3~b, [CAT]+d/b3,3

df+2 qcf+1 db+2 B! quick dash df+3,2~df+1 f+2+3
df+2 2_df+1 df+3,2~SS+3 B! dash in df+1 ff+3,4,3

FC df+2 d+4,1 [dash 1] d+2 B! dash df+3,2~df+1
FC df+2 d+4,1 f+2 db+1 B! ff+3,4,3

db+3 Ws+2 d+4,1 d+2 B! ff+3,4,3
db+3 Ws+1 df+3,2~SS+3 B! ff+3,4,3

OK Im bored:

STAPLE:

df+2_ws+2_ff+3_CAT uf+4 > df+1 > df+3,2~SS+3 B! dash df+1 >ff+3,4,3

CH qcf+1 > qcf+1_UF+4 > df+3,2~SS+3 B! dash df+1 > ff+3,4,3 (omit df+1 on normal to small sized characters just 2 b safe)

CH qcf+2 (fake stun)> df+1 >df+3,2~SS+3 B! dash df+1 > ff+3,4,3

db+3_CAT 4_CH SS+2 > ws+1 >df+3,2~SS+3 B! > ff+3,4,3

CH d+3,2_SS+1+2 > df+3,2~SS+3 > ff+3,4,3

FC df+2_db+1+2 Unblockable_FC f+1 > d+4,1 > f+2_qcf+1(BIG) > db+1 B! ff+3,4,3

CH Magic 4_CH uf+1,3,3+4 > dash 1 > qcf+1 > db+1 B! ff+3,4,3

CH Magic 4_CH uf+1,3,3+4 > dash d+4,1 > d+2 B! ff+3,4,3

CH FC f+2 > SSL df+1,2 > df+3,1,4

FF+2 > df+4

NOTES:

Substitute df+1 to/or threading water with uf+1,3,3+4 for long to mid range wall carry

Substitute df+1 to/or threading water with ff+3_SS+3_dash db+1~down for oki

Substitute df+1 to/or threading water with dash df+3,2~DF+1 for positioning

Staple Wall:

W! df+3,2_df+1,2 > f+2+3 _ db+1 (Oki) _ up+3 (fuckin around)
W! df+3,2~DF+2
W! ff+3,4,b+3 > CAT 2+3 (big)
B! uf+1,2,3+4 W! dash 2 > df+1 > f+2+3
B! uf+1,2,3+4 W! dash 2 > df+1,2,3

Damage_Style points_situational combos:

df+2_ws+2_ff+3_ CH qcf+2 (fake stun) >qcf+1 > db+1 B! dash df+3,2~DF+1 > f+2+3

CH Qcf+1 > qcf+1 >db+1 B! dash df+3,2~df+1 > f+2+3

Breakable W! df+1,2,4 > breakable W! crumbles > f+2+3 _ f+4

B! _ low parry > Breakable tiered stage crumbles > df+3,1,4

Launchers > df+1 > df+3,2~SS+3 B! > ff+3,4,b+3: 1+2 W! > CAT:1+2 hits

Off axis w! splat > SSR df+1,2,4 W! > db+1 B! SSL df+1,2 > f+2+3

Don't forget Treading water combos for when launch on 2nd or 3rd kick. I forget the actual combos

qcf 3, 2 CH on 2 > ssl df1 > df32~ss+3 > df1 ff343

At wall: db3 > ws1,2 f2+3_ ws1,2,4


Pre-B! wall carries: Launch df32 > dash 1 > df314 W!
Launch df1 > df32~df+3,2 W!
Launch df1 > dash 1 > uf1,3,3+4 W!
uf1,3,3+4 > dash ff3,4,3_ dash 1 > df32~df32_ dash d4,1> df314


Wall Mix-up: W! db1 B! df1,2 > d1+2 if opp tech
W! db1 B! df1 > db1 > ws3~b for CAT mix up
W! db1 B! df1,2 > db1 for ws mix up


re-juggles: After B! for any combo, ff3_ (1) d4,1 will pick up opponent if they do not tech.
Combo after reset: ff3_d41 > dash 1_2 > df314

Anyways... Since I like the df+2,1,4 and db+2, FC f+2 enders, I like high damage before B! You also want the most when you do FNK as the ender as well. Got the damage values.

df+2
-df+3,2~1, db+1 B! = 50
-df+1, df+3,2~ss+3 B! = 48
-df+3,2, f+2, db+1 B! = 46

I really wanna talk about ss+1+2. (1) As far as I know, its should still be safe. (2) Being a ss move AND having two hits to it, it can make juggles less than reliable. This is what I got so far...

ss+1+2
-db+1 B! df+3,1,4 = 48 (Even in back) 100%
-db+1 B! df+3,2,4 = 49 (Not in the back)
-db+1 B! df+3,2~df+2 = 50 100% I think.
-db+1~D B! FC f+2 = 41 (Good position)

ssL 1+2 only
db+1 B! df+3,2~df+3,2 = 57 (One of my favorite combos <3) 2 ="">


Anna Top 10 Moves

My top ten in random order

qcf1
uf1,3,3+4
ff3(or if you feel like it, add)43~b
df31~b
df12>4_3~b
magic 4
ff2
df4
CJM db33
b4

Other moves good to use as well
ub3 (Look like 200 won by doing this whenever you feel like it)
332
qcf3>2
ff4
ws3~b
FCdf2
db3
db3+4,4 (or 3, im not sure. I always press db 3+4, 3+4)
df2
23 for 10 frame punish
df1+2 for random fun

BR ANNA PUNISHMENT LIST

Punish:
standing
10f 1,2
11f Magic 4
12f 2,3
13f d/f+1,2
14f f+2+3_f+2,3
14f d/f+3,1_d/f+3,4 (According to Annaholic: for more damage and KD)
16f d/f+2_fast input ff+3

crouch
10f Low jab FC 1_d+1
11f ws+4_ws+3~B
13f ws+1,2
19f ws+2
21f Uf,N+4 FC df+2

Whiff punishments:
1.ff+3
2.df+2
3.Ass
4.f+2,3







ANNA COMBO VIDEO








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