Night Warriors: Darkstalkers' Revenge/Anakaris: Difference between revisions

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= Introduction =
{{Infobox Character VHUNT
|name= Anakaris
|image=VHUNT_Anakaris_Artwork.png
|hp=Heavy
|sh=118px
|ch=62px
|movef=
|moveb=
|dasht=
|jumpf=
|jumpb=
|type=
 
}}


= Moves List =
= Moves List =
Line 5: Line 18:
== Normal Moves ==
== Normal Moves ==


'''Float:''' Press up
Note worthy normals
 
Standing MP can hit on the way up or on the way down, making it a possible anti-air


Anakaris will simply float instead of jumping vertically
Standing HP is a long poke that can hit crouching opponents


'''Air Float:''' During float, press up
Standing LK is great for starting combos since it hits low and for dashing to apply pressure


Anakaris will float at a higher altitude
Standing MK is a good range attack that hits crouching opponents


'''Warp:''' Near edge of screen, press back, back
Standing HK's distance can be altered by pressing back or forward. It goes over low attacks but whiffs on crouching opponents


Anakaris will exit the side of the screen and appear on the other side
Crouching HP is his go-to anti-air since it cannot be airblocked, has great height and shrinks his hitbox


-Standing Normal Frame Data -
Crouching MK has excellent range, as much as Crouching HK


<table style="width:400px;border:1px solid silver" cellborder="1">
Jumping K's give Anakaris the ability to control the opponent's ground movement from the air
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Jab</td>
  <td>Close</td>
  <td>6</td>
  <td>+7</td>
  <td>+5</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>6</td>
  <td>+7</td>
  <td>+5</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Strong</td>
  <td>Close</td>
  <td>7[9]</td>
  <td>-3[+2]</td>
  <td>-5[0]</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>7[9]</td>
  <td>-3[+2]</td>
  <td>-5[0]</td>
  <td>y</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=2>Fierce</td>
  <td>Close</td>
  <td>12</td>
  <td>-6</td>
  <td>-8</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>12</td>
  <td>-6</td>
  <td>-8</td>
  <td>n</td>
  <td>H/L</td>
</tr>


<br>


<tr>
  <td style="border:1px solid red" rowspan=2>Short</td>
  <td>Close</td>
  <td>6</td>
  <td>+7</td>
  <td>+5</td>
  <td>y</td>
  <td>L</td>
</tr>
<tr>
  <td>Far</td>
  <td>6</td>
  <td>+7</td>
  <td>+5</td>
  <td>y</td>
  <td>L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Forward</td>
  <td>Close</td>
  <td>8</td>
  <td>-4</td>
  <td>-6</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>8</td>
  <td>-4</td>
  <td>-6</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=2>Roundhouse</td>
  <td>Close</td>
  <td>12</td>
  <td>-13</td>
  <td>-15</td>
  <td>n</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Far</td>
  <td>12</td>
  <td>-13</td>
  <td>-15</td>
  <td>n</td>
  <td>H/L</td>
</tr>
</table>
*[] (on crouching opponents)
*[] (on crouching opponents)






-Crouching Normal Frame Data -


<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Buff</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>crouching</td>
  <td>6</td>
  <td>+6</td>
  <td>+4</td>
  <td>y</td>
  <td>H/L</td>
</tr>


<tr>
== Special Moves ==
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>crouching</td>
  <td>6</td>
  <td>-11</td>
  <td>-13</td>
  <td>y/n</td>
  <td>H/L</td>
</tr>
 
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>crouching</td>
  <td>6</td>
  <td>kd</td>
  <td>-31</td>
  <td>y</td>
  <td>H/L</td>
</tr>


'''Seija no Ayumi:''' Press F + MK


<br>
A slow command over-head that can be cancelled into during chain combos but will not combo.


<tr>
----
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>crouching</td>
  <td>7</td>
  <td>+7</td>
  <td>+5</td>
  <td>y</td>
  <td>L</td>
</tr>


<tr>
'''Tombstone Drop:''' During jump, press d + K
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>crouching</td>
  <td>14</td>
  <td>0</td>
  <td>-2</td>
  <td>n</td>
  <td>L</td>
</tr>


<tr>
Anakaris will drop down on his opponent with a pyramid. Useful for ending your jump to psych out the opponent right in front of them.
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>crouching</td>
  <td>14</td>
  <td>kd</td>
  <td>-3</td>
  <td>n</td>
  <td>L</td>
</tr>
</table>


----


-Jumping Normal Frame Data -
'''Tombstone Dive:''' During jump, press df + K


<table style="width:400px;border:1px solid silver" cellborder="1">
Anakaris' own dive kick maneuver - excellent for rush down, applying pressure and starting combos.
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Startup</th>
  <th>Blk pos</th>
</tr>


<tr>
----
  <td style="border:1px solid navy" rowspan=1>Jab</td>
  <td>jumping</td>
  <td>8</td>
  <td>H</td>
</tr>


<tr>
'''Kotodama Gaeshi (Inhale) ''' - QCB + K (useable in air)
  <td style="border:1px solid navy" rowspan=1>Strong</td>
  <td>jumping</td>
  <td>10</td>>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Fierce</td>
  <td>jumping</td>
  <td>11</td>
  <td>H</td>
</tr>


<br>
Anakaris inhales the opponent's projectile, beware this does not work with all projectiles in the game. The only ones that can be inhaled are
Anakaris' Ouke no Sabaki, Rikuo/Aulbath's Sonic Wave & Poison Breath, Bishamon's Hane Na and Mukuro Fuuji, Demitri's Chaos Flare and Air Chaos Flare, Donovan's Blizzard Sword, Hsien-Ko/Lei-Lei's Anki Hou, Morrigan's Soul Fist and Air Soul Fist, Huitzil/Phobos' Mighty Launcher, Pyron's Sol Smasher and Air Sol Smasher and then finally he can inhale Sasquatch's Big Snow. Keepn in mind you have to inhale that particular projectile to use it so just because for example if you inhale Demitri's Air Chaos Flare then you can only use the Air Chaos Flare and not the regular grounded one, unless you inhale that as well. ES projectiles of the above mentioned can also be inhaled.


<tr>
----
  <td style="border:1px solid red" rowspan=1>Short</td>
  <td>jumping</td>
  <td>20</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Forward</td>
  <td>jumping</td>
  <td>8</td>
  <td>H</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=1>Roundhouse</td>
  <td>jumping</td>
  <td>8</td> 
  <td>H</td>
</tr>
</table>


== Special Moves ==
'''Kotodama Gaeshi (Exhale)''' - After swallowing a fireball, QCF + K (useable in air)[ES]


'''Seija no Ayumi:''' Press F + MK
Anakaris will exhale the projectile he inhaled earlier. This can help for projectile wars, including inhaling one projectile gives you unlimited projectiles to exhale. You will have to use bar to exhale a ES projectile, but you do not have to inhale a ES projectile in order to use it. The same properties for each projectile applies here, including damage scaling. Due to the slow start-up they cannot be used in combos and should be used strictly for zoning and projectile wars only.


'''Tombstone Drop:''' In air, press d + K
----
 
'''Tombstone Dive:''' In air, press df + K
 
'''Kotodama Gaeshi (Inhale) ''' - D, DB, B + K (useable in air)
 
'''Kotodama Gaeshi (Exhale)''' - After swallowing a fireball, D, DF, F + K (useable in air)


'''Hitsugi no Mai''' - Press LP+LK or MP+MK or HP+HK [ES]
'''Hitsugi no Mai''' - Press LP+LK or MP+MK or HP+HK [ES]


'''Ouke no Sabaki''' - In air, D, DF, F + P [ES]
Also known as the coffin drop, each version does the same damage but differs in where he drops the coffin. This attack is best used for controlling space and or trying to get a knockdown from a far. You can also move the drop slightly by pressing back or forward.
LP + LK drops it about two character length's in front of him
MP + MK drops it about three character length's in front of him
HP + HK drops it about five character length's in front of him


'''Cobra Blow''' - Press B, F + P [ES]
The ES version drops multiple coffins for the same amount of damage in a succession of Hard, Medium, Hard, Light, Medium, Light, Hard, Medium. It does the same amount of damage and knocks down. It is possible to get a 2 hit juggle combo off of it. An OK move to use to put up a wall in front of you and further control your opponents' mobility, but there are better things you can use your meter on. This ES is done by pressing all 3P + 3K. However, you cannot alter the movement of this ES by pressing back or forward.


'''Mira Drop''' - D, DF, F + P [ES]
----


-EX Move Frame Data -
'''Ouke no Sabaki''' - In air, QCF + P [ES]


<table style="width:400px;border:1px solid silver" cellborder="1">
Also known as "the curse" this is a air only based projectile. Of course the further away you are the less damage it does. During the curse state the opponent is free to move but not attack, this opens up the possibility of free hits for Anakaris. However, certain moves are off limits during the curse state such as another Ouke no Sabaki, Mira Drop, Pharaoh Magic and Narakuna no Ana. Button strength used determines how long the opponent is cursed.
<tr>
LP - 1 second
  <th>Name</th>
MP - 3 seconds
  <th>Startup</th>
HP - 6 seconds
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Seija no Ayumi</td>
  <td>24[30]</td>
  <td>-1[5]</td>
  <td>-3</td>
  <td>H</td>
</tr>


The ES version fires a larger projectile that has a better chance of connecting with the opponent and leaves the opponent cursed for roughly 9 seconds. If done close, the damage on this is three times as much of the normal curse. Though from a far it barely does much more damage.


<tr>
----
  <td style="border:1px solid navy" rowspan=1>Tombstone Drop</td>
  <td>8</td>
  <td>-</td>
  <td>-</td>
  <td>H</td>
</tr>


<tr>
'''Cobra Blow''' - Press B, F + P [ES]
  <td style="border:1px solid navy" rowspan=1>Tombstone Dive</td> 
  <td>8</td>
  <td>-</td>
  <td>-</td>
  <td>H</td>
</tr>


<br>
This special is rather similar to his standing HP, yet slightly more range. LP goes about half-screen, meanwhile MP/HP goes roughly more than half-screen for also more hits and damage. This attack will whiff on crouching opponents, unless done close where only the first hit will connect. If you hit a jumping opponent with this it will result in a knock down. LP is pretty safe in poke string situations but stay away from the others. This is Anakaris' only special he can combo.
</table>


ES version has the same reach as the HP version yet barely more. It too faces the same crouching constraints. The ES does multiple hits, more damage and knocks down both jumping and grounded opponents.


-Special Move Frame Data -
----
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>Strength</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Kotodama Gaeshi (Inhale)</td>
  <td>Short</td>
  <td>5</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>


<tr>
'''Mira Drop''' - QCF + P [ES]
  <td>Forward</td>
  <td>5</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>


<tr>
This is essentially Anakaris' throw. Button strength determines only the distance and not the damage. Unlike other throws it will not connect at point-blank range and whiff crouching opponents. This special can be mashed for more damage.
  <td>Roundhouse</td>
LP - goes two character lengths
  <td>5</td>
MP - goes three character lengths
  <td>-</td>
HP - goes five character lengths
  <td>-</td>
  <td>-</td>
</tr>
<tr>
  <td>ES</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>


<tr>
The ES version does the same amount of damage if not mashed. If you do mash it does slightly more damage but the ES version has other benefits. it reaches about 5 character lengths in front of Anakaris, will connect at point-blank range, has quicker start-up and can grab crouching opponents.
  <td style="border:1px solid navy" rowspan=4>Kotodama Gaeshi (Exhale)</td>
  <td>Short</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>


<tr>
----
  <td>Forward</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>


<tr>
  <td>Roundhouse</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
<tr>
  <td>ES</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Hitsugi no Mai</td>
  <td>LP+LK</td>
  <td>30</td>
  <td>kd</td>
  <td>-</td>
  <td>H/L</td>
</tr>


<tr>
== Super Moves ==
  <td>MP+MK</td>
  <td>30</td>
  <td>kd</td>
  <td>-</td>
  <td>H/L</td>
</tr>


<tr>
'''Pharaoh Magic''' - Press MK, LP, D, LK, MP
  <td>HP+HK</td>
  <td>30</td>
  <td>kd</td>
  <td>-</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>30</td>
  <td>kd</td>
  <td>-</td>
  <td>H/L</td>
</tr>


<tr>
A highly damaging, fully invincible projectile super. It cannot be comboed so its use strictly for punishment only.
  <td style="border:1px solid navy" rowspan=4>Ouke no Sabaki</td>
  <td>Jab</td>
  <td>35</td>
  <td>transform</td>
  <td>-</td>
  <td>H/L</td>
</tr>


<tr>
----
  <td>Strong</td>
  <td>35</td>
  <td>transform</td>
  <td>-</td>
  <td>H/L</td>
</tr>


<tr>
'''Pharaoh Split''' - Press LP, LP, D, MK, HK
  <td>Fierce</td>
  <td>35</td>
  <td>transform</td>
  <td>-</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>35</td>
  <td>transform</td>
  <td>-</td>
  <td>H/L</td>
</tr>


During this Anakaris' top body is a floating state where P buttons result in jumping P attacks and his legs move on their own and K buttons result in standing K normals. The start-up is completely invincible.


<tr>
----
  <td style="border:1px solid navy" rowspan=4>Cobra Blow</td>  <td>Jab</td>
  <td>10</td>
  <td>+3</td>
  <td>+1</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Strong</td>
  <td>10</td>
  <td>-5</td>
  <td>-7</td>
  <td>H/L</td>
</tr>
<tr>
  <td>Fierce</td>
  <td>10</td>
  <td>-13</td>
  <td>-15</td>
  <td>H/L</td>
</tr>
<tr>
  <td>ES</td>
  <td>10</td>
  <td>kd</td>
  <td>-15</td>
  <td>H/L</td>
</tr>


'''Naraku no Ana''' - HCF + 2K


<br>
An unblockable attack that results in a knock-down. This is not the safest move since it has tons of start-up, no invincibility and the fact it leaves the opponent rather close while you are recovering and only for about 20% damage.


<tr>
----
  <td style="border:1px solid navy" rowspan=4>Mira Drop</td>
  <td>Jab</td>
  <td>22</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>Strong</td>
  <td>25</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>Fierce</td>
  <td>29</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
<tr>
  <td>ES</td>
  <td>19</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>


<tr>
  <td style="border:1px solid red" rowspan=2>Pursuit</td>
  <td>Regular</td>
  <td>38</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
<tr>
  <td>ES</td>
  <td>38</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
</table>


== Super Moves ==
= The Basics =
 
Anakaris is a zoning and low rushdown character and your objective is to keep away your opponent and use your Coffin mixups.
'''Pharaoh Magic''' - Press MK, LP, D, LK, MP


'''Pharaoh Split''' - Press LP, LP, D, MK, HK
= Combos =


'''Naraku no Ana''' - HCF + 2K
Crouching LP, LK, MP (1 hit), MK, HK - 5 hits, 26% damage


-EX Move Frame Data -
Dashing LK, link standing LP, LK, crouching MP, HK - 5 hits, 25% damage


<table style="width:400px;border:1px solid silver" cellborder="1">
Tombstone Dive, Standing LP, LK, crouching MP, HK - 5 hits, 26% damage
<tr>
  <th>Name</th>
  <th>Invincibility</th>
  <th>Startup</th>
  <th>Hit adv</th>
  <th>Blk adv</th>
  <th>Blk pos</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=1>Pharaoh Magic</td>
  <td>0-38</td>
  <td>38</td>
  <td>kd</td>
  <td>+3</td>
  <td>H/L</td>
</tr>


 
Standing close LK, ES Cobra Blow - 7 hits, 35% damage (tack on a ES pursuit for a possible 52% damage, you can also link a standing LK into another for a little more damage)
<tr>
  <td style="border:1px solid navy" rowspan=1>Pharaoh Split</td>
  <td>0-88</td>
  <td>88</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
</tr>
 
<tr>
  <td style="border:1px solid navy" rowspan=1>Naraku no Ana</td> 
  <td>0</td>
  <td>52</td>
  <td>kd</td>
  <td>-</td>
  <td>UBK</td>
</tr>
 
<br>
</table>
 
= The Basics =


= Advanced Strategy =
= Advanced Strategy =


= Match-ups =
{{Navbox-VHUNT}}
 
 
Back to - [[Night Warriors: Darkstalkers' Revenge]]
[[Category:Night Warriors: Darkstalkers' Revenge]]
[[Category:Night Warriors: Darkstalkers' Revenge]]

Latest revision as of 01:30, 8 May 2022

Introduction

VHAnakarisportrait.gif
"The power of Pharaoh Anakaris is as eternal as the desert sands!"


The 12th Pharaoh of a great Egyptian empire. He became Pharaoh at the age of 12. Foreseeing his revival, he had a pyramid and a sanctum created for his return. Five thousand years later, he was brought back to life by a supernatural force when Pyron invaded Earth. After the battle, he traveled five thousand years back in time to fight and defeat the invaders of his empire.

Strengths Weaknesses

Color Options

LP MP HP Hold Start
VHUNT Anakaris Color LP.png VHUNT Anakaris Color MP.png VHUNT Anakaris Color HP.png VHUNT Anakaris Color Start.png
LK MK HK Hold LP+MK
VHUNT Anakaris Color LK.png VHUNT Anakaris Color MK.png VHUNT Anakaris Color HK.png VHUNT Anakaris Color LP+MK.png
Anakaris
VHUNT Anakaris Artwork.png
Stats
Defense Heavy
Standing Height 118px
Crouching Height 62px
Ground Movement
Forward Walk Speed
Backward Walk Speed
Dash Type
Jumping
Forward Jump Speed
Back Jump Speed

Moves List

Normal Moves

Note worthy normals

Standing MP can hit on the way up or on the way down, making it a possible anti-air

Standing HP is a long poke that can hit crouching opponents

Standing LK is great for starting combos since it hits low and for dashing to apply pressure

Standing MK is a good range attack that hits crouching opponents

Standing HK's distance can be altered by pressing back or forward. It goes over low attacks but whiffs on crouching opponents

Crouching HP is his go-to anti-air since it cannot be airblocked, has great height and shrinks his hitbox

Crouching MK has excellent range, as much as Crouching HK

Jumping K's give Anakaris the ability to control the opponent's ground movement from the air


  • [] (on crouching opponents)



Special Moves

Seija no Ayumi: Press F + MK

A slow command over-head that can be cancelled into during chain combos but will not combo.


Tombstone Drop: During jump, press d + K

Anakaris will drop down on his opponent with a pyramid. Useful for ending your jump to psych out the opponent right in front of them.


Tombstone Dive: During jump, press df + K

Anakaris' own dive kick maneuver - excellent for rush down, applying pressure and starting combos.


Kotodama Gaeshi (Inhale) - QCB + K (useable in air)

Anakaris inhales the opponent's projectile, beware this does not work with all projectiles in the game. The only ones that can be inhaled are Anakaris' Ouke no Sabaki, Rikuo/Aulbath's Sonic Wave & Poison Breath, Bishamon's Hane Na and Mukuro Fuuji, Demitri's Chaos Flare and Air Chaos Flare, Donovan's Blizzard Sword, Hsien-Ko/Lei-Lei's Anki Hou, Morrigan's Soul Fist and Air Soul Fist, Huitzil/Phobos' Mighty Launcher, Pyron's Sol Smasher and Air Sol Smasher and then finally he can inhale Sasquatch's Big Snow. Keepn in mind you have to inhale that particular projectile to use it so just because for example if you inhale Demitri's Air Chaos Flare then you can only use the Air Chaos Flare and not the regular grounded one, unless you inhale that as well. ES projectiles of the above mentioned can also be inhaled.


Kotodama Gaeshi (Exhale) - After swallowing a fireball, QCF + K (useable in air)[ES]

Anakaris will exhale the projectile he inhaled earlier. This can help for projectile wars, including inhaling one projectile gives you unlimited projectiles to exhale. You will have to use bar to exhale a ES projectile, but you do not have to inhale a ES projectile in order to use it. The same properties for each projectile applies here, including damage scaling. Due to the slow start-up they cannot be used in combos and should be used strictly for zoning and projectile wars only.


Hitsugi no Mai - Press LP+LK or MP+MK or HP+HK [ES]

Also known as the coffin drop, each version does the same damage but differs in where he drops the coffin. This attack is best used for controlling space and or trying to get a knockdown from a far. You can also move the drop slightly by pressing back or forward. LP + LK drops it about two character length's in front of him MP + MK drops it about three character length's in front of him HP + HK drops it about five character length's in front of him

The ES version drops multiple coffins for the same amount of damage in a succession of Hard, Medium, Hard, Light, Medium, Light, Hard, Medium. It does the same amount of damage and knocks down. It is possible to get a 2 hit juggle combo off of it. An OK move to use to put up a wall in front of you and further control your opponents' mobility, but there are better things you can use your meter on. This ES is done by pressing all 3P + 3K. However, you cannot alter the movement of this ES by pressing back or forward.


Ouke no Sabaki - In air, QCF + P [ES]

Also known as "the curse" this is a air only based projectile. Of course the further away you are the less damage it does. During the curse state the opponent is free to move but not attack, this opens up the possibility of free hits for Anakaris. However, certain moves are off limits during the curse state such as another Ouke no Sabaki, Mira Drop, Pharaoh Magic and Narakuna no Ana. Button strength used determines how long the opponent is cursed. LP - 1 second MP - 3 seconds HP - 6 seconds

The ES version fires a larger projectile that has a better chance of connecting with the opponent and leaves the opponent cursed for roughly 9 seconds. If done close, the damage on this is three times as much of the normal curse. Though from a far it barely does much more damage.


Cobra Blow - Press B, F + P [ES]

This special is rather similar to his standing HP, yet slightly more range. LP goes about half-screen, meanwhile MP/HP goes roughly more than half-screen for also more hits and damage. This attack will whiff on crouching opponents, unless done close where only the first hit will connect. If you hit a jumping opponent with this it will result in a knock down. LP is pretty safe in poke string situations but stay away from the others. This is Anakaris' only special he can combo.

ES version has the same reach as the HP version yet barely more. It too faces the same crouching constraints. The ES does multiple hits, more damage and knocks down both jumping and grounded opponents.


Mira Drop - QCF + P [ES]

This is essentially Anakaris' throw. Button strength determines only the distance and not the damage. Unlike other throws it will not connect at point-blank range and whiff crouching opponents. This special can be mashed for more damage. LP - goes two character lengths MP - goes three character lengths HP - goes five character lengths

The ES version does the same amount of damage if not mashed. If you do mash it does slightly more damage but the ES version has other benefits. it reaches about 5 character lengths in front of Anakaris, will connect at point-blank range, has quicker start-up and can grab crouching opponents.



Super Moves

Pharaoh Magic - Press MK, LP, D, LK, MP

A highly damaging, fully invincible projectile super. It cannot be comboed so its use strictly for punishment only.


Pharaoh Split - Press LP, LP, D, MK, HK

During this Anakaris' top body is a floating state where P buttons result in jumping P attacks and his legs move on their own and K buttons result in standing K normals. The start-up is completely invincible.


Naraku no Ana - HCF + 2K

An unblockable attack that results in a knock-down. This is not the safest move since it has tons of start-up, no invincibility and the fact it leaves the opponent rather close while you are recovering and only for about 20% damage.



The Basics

Anakaris is a zoning and low rushdown character and your objective is to keep away your opponent and use your Coffin mixups.

Combos

Crouching LP, LK, MP (1 hit), MK, HK - 5 hits, 26% damage

Dashing LK, link standing LP, LK, crouching MP, HK - 5 hits, 25% damage

Tombstone Dive, Standing LP, LK, crouching MP, HK - 5 hits, 26% damage

Standing close LK, ES Cobra Blow - 7 hits, 35% damage (tack on a ES pursuit for a possible 52% damage, you can also link a standing LK into another for a little more damage)

Advanced Strategy

Game Navigation

General
Controls
System
FAQ
Characters
Anakaris
Aulbath (Rikuo)
Bishamon
Demitri Maximoff
Donovan
Felicia
Gallon (J. Talbain)
Lei Lei (Hsien Ko)
Morrigan
Phobos (Huitzil)
Pyron
Sasquatch
Victor
Zabel (Lord Raptor)