(TO ADD: hitboxes, Active and Recovery frames) |
mNo edit summary |
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(2 intermediate revisions by the same user not shown) | |||
Line 40: | Line 40: | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit=+4 | |Adv. Hit=+4 | ||
|Adv. Guard=+3 | |Adv. Guard=+3 | ||
Line 58: | Line 58: | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=5 | |Startup=5 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=7 | ||
|Adv. Hit=+2 | |Adv. Hit=+2 | ||
|Adv. Guard=+1 | |Adv. Guard=+1 | ||
Line 76: | Line 76: | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=6 | |Startup=6 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=12 | ||
|Adv. Hit=+2/+5 | |Adv. Hit=+2/+5 | ||
|Adv. Guard=-1 | |Adv. Guard=-1 | ||
Line 94: | Line 94: | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=6 | |Startup=6 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=15 | ||
|Adv. Hit=+2 | |Adv. Hit=+2 | ||
|Adv. Guard=-4 | |Adv. Guard=-4 | ||
Line 114: | Line 114: | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active=3+3 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit=0 | |Adv. Hit=0 | ||
|Adv. Guard=-1 | |Adv. Guard=-1 | ||
Line 132: | Line 132: | ||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit=-5 | |Adv. Hit=-5 | ||
|Adv. Guard=-6 | |Adv. Guard=-6 | ||
Line 150: | Line 150: | ||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=19 | ||
|Adv. Hit=-5/-2 | |Adv. Hit=-5/-2 | ||
|Adv. Guard=-8 | |Adv. Guard=-8 | ||
Line 168: | Line 168: | ||
|Cancel= | |Cancel= | ||
|Startup=13 | |Startup=13 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=21 | ||
|Adv. Hit=-9/-6 | |Adv. Hit=-9/-6 | ||
|Adv. Guard=-12 | |Adv. Guard=-12 | ||
Line 188: | Line 188: | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=8 | ||
|Adv. Hit=-3 | |Adv. Hit=-3 | ||
|Adv. Guard=-2 | |Adv. Guard=-2 | ||
Line 206: | Line 206: | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=8 | |Startup=8 | ||
|Active= | |Active=3+4 | ||
|Recovery= | |Recovery=8 | ||
|Adv. Hit=-4 | |Adv. Hit=-4 | ||
|Adv. Guard=-5 | |Adv. Guard=-5 | ||
Line 224: | Line 224: | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=6 | |Startup=6 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit=+3 | |Adv. Hit=+3 | ||
|Adv. Guard=-3 | |Adv. Guard=-3 | ||
Line 242: | Line 242: | ||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=17 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-2 | |Adv. Guard=-2 | ||
Line 262: | Line 262: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=3 | |Startup=3 | ||
|Active= | |Active=16 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 280: | Line 280: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=3 | |Startup=3 | ||
|Active= | |Active=16+2 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 298: | Line 298: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 316: | Line 316: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=6 | |Startup=6 | ||
|Active= | |Active=12 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 334: | Line 334: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=5 | |Startup=5 | ||
|Active= | |Active=3+10 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 352: | Line 352: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=5 | |Startup=5 | ||
|Active= | |Active=12 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 372: | Line 372: | ||
|Cancel=Special | |Cancel=Special | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active=8+(16)+8 | ||
|Recovery= | |Recovery=15 | ||
|Adv. Hit=-4 | |Adv. Hit=-4 | ||
|Adv. Guard=-10 | |Adv. Guard=-10 | ||
Line 420: | Line 420: | ||
==System== | ==System== | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Annie_stC.png | ||
|caption=BC | |caption=BC | ||
|name=Tag-In | |name=Tag-In | ||
Line 429: | Line 429: | ||
|Stun=0 | |Stun=0 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=6 (1- | |Startup=6 (1-7 invuln) | ||
|Active=2 | |Active=2 | ||
|Recovery=25 | |Recovery=25 | ||
Line 438: | Line 438: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Annie_236P.png | ||
|caption=gcCD | |caption=gcCD | ||
|name=Guard Cancel | |name=Guard Cancel | ||
Line 447: | Line 447: | ||
|Stun=10 | |Stun=10 | ||
|Cancel= | |Cancel= | ||
|Startup=15 | |Startup=15 (1-14 invuln) | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=18 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-4 | |Adv. Guard=-4 | ||
|description= | |description=Pretty much the same move as 236A. A bad guard cancel prone to getting stuffed, as it isn't invincible up to the hit. | ||
}} | }} | ||
}} | }} | ||
Line 466: | Line 466: | ||
|Cancel=Hit: Command, Special | |Cancel=Hit: Command, Special | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery=29 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-18 | |Adv. Guard=-18 | ||
|description= | |description=Short range and no anti-air ability. Outside of wall hits, the visuals fit this move's utility. | ||
}} | }} | ||
}} | }} | ||
Line 520: | Line 520: | ||
|Cancel= | |Cancel= | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=18 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-4 | |Adv. Guard=-4 | ||
Line 532: | Line 532: | ||
|Cancel= | |Cancel= | ||
|Startup=24 | |Startup=24 | ||
|Active= | |Active=2+(4)+2 | ||
|Recovery= | |Recovery=26 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-11 | |Adv. Guard=-11 | ||
Line 552: | Line 552: | ||
|Cancel= | |Cancel= | ||
|Startup=8 (1-6 invuln) | |Startup=8 (1-6 invuln) | ||
|Active= | |Active=4+4 | ||
|Recovery= | |Recovery=46 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-30 | |Adv. Guard=-30 | ||
Line 564: | Line 564: | ||
|Cancel= | |Cancel= | ||
|Startup=8 (1-6 invuln) | |Startup=8 (1-6 invuln) | ||
|Active= | |Active=4+4+(21)+1+[(5)+1+1+2]×4 | ||
|Recovery= | |Recovery=22 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-18~-6 | |Adv. Guard=-18~-6 | ||
|description=Exactly the same as the light version but Annie spins towards the opponent in the air. The final spinning hit can crossup. Just don't do this move on block or whiff it, you'll get punished. | |description=Exactly the same as the light version, but Annie spins towards the opponent in the air. The final spinning hit can crossup. Just don't do this move on block or whiff it, you'll get punished. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=ROTD_Annie_63214K.png | |image=ROTD_Annie_63214K.png | ||
|image2=ROTD_Annie_63214D.png | |||
|caption=63214B/D | |caption=63214B/D | ||
|caption2=63214D | |||
|name=Ichi Ni San | |name=Ichi Ni San | ||
|data= | |data= | ||
Line 582: | Line 584: | ||
|Cancel= | |Cancel= | ||
|Startup=16 | |Startup=16 | ||
|Active= | |Active=18 | ||
|Recovery= | |Recovery=29 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-3 | |Adv. Guard=-3 | ||
Line 594: | Line 596: | ||
|Cancel= | |Cancel= | ||
|Startup=16 | |Startup=16 | ||
|Active= | |Active=18+9 | ||
|Recovery= | |Recovery=29 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-3 | |Adv. Guard=-3 | ||
|description=Annie runs | |description=Annie runs for longer. No other differences. | ||
}} | }} | ||
}} | }} | ||
Line 612: | Line 614: | ||
|Cancel= | |Cancel= | ||
|Startup=15 | |Startup=15 | ||
|Active= | |Active=6+6 | ||
|Recovery= | |Recovery=23 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-46 | |Adv. Guard=-46 | ||
Line 624: | Line 626: | ||
|Cancel= | |Cancel= | ||
|Startup=15 | |Startup=15 | ||
|Active= | |Active=8+8 | ||
|Recovery= | |Recovery=23 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-48 | |Adv. Guard=-48 | ||
Line 632: | Line 634: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Annie_j236A.png | ||
|caption=j.236A | |image2=ROTD_Annie_j236C.png | ||
|caption=j.236A | |||
|caption2=j.236C | |||
|name=Comet | |name=Comet | ||
|data= | |data= | ||
Line 642: | Line 646: | ||
|Cancel= | |Cancel= | ||
|Startup=20 | |Startup=20 | ||
|Active= | |Active=24-46 | ||
|Recovery= | |Recovery=42-56 | ||
|Adv. Hit= | |Adv. Hit=≥+8/≥+14 | ||
|Adv. Guard= | |Adv. Guard=≥+1 | ||
|description=Annie throws a small energy comet at you. Lower angle than the heavy version, which gears this version towards setplay. | |description=Annie throws a small energy comet at you. Lower angle than the heavy version, which gears this version towards setplay. | ||
}} | }} | ||
Line 654: | Line 658: | ||
|Cancel= | |Cancel= | ||
|Startup=20 | |Startup=20 | ||
|Active= | |Active=48-92 | ||
|Recovery= | |Recovery=42-56 | ||
|Adv. Hit= | |Adv. Hit=≥+8/≥+16 | ||
|Adv. Guard= | |Adv. Guard=≥+1 | ||
|description=Has a higher angle, which makes it ideal for winning neutral. Annie is usually plus enough to either pressure or even combo from this once she lands. | |description=Has a higher angle, which makes it ideal for winning neutral. Annie is usually plus enough to either pressure or even combo from this once she lands. | ||
}} | }} | ||
Line 664: | Line 668: | ||
==Super Moves== | ==Super Moves== | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Annie_214214P_1.png | ||
|caption= | |image2=ROTD_Annie_214214P_2.png | ||
|caption=214214[A/C] | |||
|caption2=214214]A/C[ | |||
|name=Cross Sword | |name=Cross Sword | ||
|data= | |data= | ||
Line 674: | Line 680: | ||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
|Active= | |Active=8+[163]+∞ | ||
|Recovery= | |Recovery=45 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-13 | |Adv. Guard=-13 | ||
Line 686: | Line 692: | ||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
|Active= | |Active=8+[163]+31+∞ | ||
|Recovery= | |Recovery=45 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-11 | |Adv. Guard=-11 | ||
|description=Same as the light version except Annie throws two projectiles. However, she only charges the first one; she cannot stagger the second one's timing. Dodging the fireballs | |description=Same as the light version except Annie throws two projectiles. However, she only charges the first one; she cannot stagger the second one's timing. Dodging the fireballs in neutral is an IQ test. | ||
}} | }} | ||
}} | }} |
Latest revision as of 20:22, 15 November 2024
Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 5 | +4 | +3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 2 | 7 | +2 | +1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 12 | +2/+5 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 15 | +2 | -4 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 3+3 | 5 | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 13 | -5 | -6 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
9 | 2 | 19 | -5/-2 | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 4 | 21 | -9/-6 | -12 | |
Annie moves forward a bit. |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 8 | -3 | -2 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 3+4 | 8 | -4 | -5 | |
A small slide which doesn't chain. |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 3 | 13 | +3 | -3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 2 | 17 | KD | -2 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16+2 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3+10 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 12 | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 (6+10) | Mid | 8 (4+4) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 8+(16)+8 | 15 | -4 | -10 | |
Double knee strike. You can cancel either hit, but only the first hit deals enough hitstun to combo into Ichi Ni San. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Annie throws the opponent three quarters of the screen away. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Annie throws the opponent fullscreen. As with other air throws, this is a fantastic tool to have for air wars. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-7 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 (1-14 invuln) | 3 | 18 | KD | -4 | |
Pretty much the same move as 236A. A bad guard cancel prone to getting stuffed, as it isn't invincible up to the hit. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 6 | 29 | KD | -18 | |
Short range and no anti-air ability. Outside of wall hits, the visuals fit this move's utility. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (35 with Radel) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 3 | 18 | KD | -4 | |
Fast move, good for meter build when the opponent is knocked down. | |||||
Damage | Guard | Stun | Cancel | ||
20 (10+10) | Mid | 8 (4+4) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 2+(4)+2 | 26 | KD | -11 | |
Same as the A version but it hits twice. With the added hits comes less frame advantage on block. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 (1-6 invuln) | 4+4 | 46 | KD | -30 | |
Decent DP, best used for anti-airs. | |||||
Damage | Guard | Stun | Cancel | ||
22 (12+10) | Mid/Air, High/Air | 14 (8+6) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 (1-6 invuln) | 4+4+(21)+1+[(5)+1+1+2]×4 | 22 | KD | -18~-6 | |
Exactly the same as the light version, but Annie spins towards the opponent in the air. The final spinning hit can crossup. Just don't do this move on block or whiff it, you'll get punished. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 (0×5+18) | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
16 | 18 | 29 | KD | -3 | |
Hitgrab. Annie grabs you, slaps you and then kicks you upward into the air. You can follow this move up with a Duplex Attack or, depending on the character, if you're in the corner you can use a super or a DP. You cannot follow-up with DP in the corner against Abubo. Does not break the wall. | |||||
Damage | Guard | Stun | Cancel | ||
14 (0×5+18) | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
16 | 18+9 | 29 | KD | -3 | |
Annie runs for longer. No other differences. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (10+0+0+10) | High/Air | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 6+6 | 23 | KD | -46 | |
Overhead hitgrab. Annie lunges at you and scratches your face. The strength of the button determines the arc Annie uses before the attack. Not a bad combo finisher. Very unsafe on block. | |||||
Damage | Guard | Stun | Cancel | ||
20 (10+0+0+10) | High/Air | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 8+8 | 23 | KD | -48 | |
Exactly the same as the light version except the lunge arc is much further and can go over opponents if you're too close to them. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
20 | 24-46 | 42-56 | ≥+8/≥+14 | ≥+1 | |
Annie throws a small energy comet at you. Lower angle than the heavy version, which gears this version towards setplay. | |||||
Damage | Guard | Stun | Cancel | ||
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
20 | 48-92 | 42-56 | ≥+8/≥+16 | ≥+1 | |
Has a higher angle, which makes it ideal for winning neutral. Annie is usually plus enough to either pressure or even combo from this once she lands. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 (10+30) | Mid | 8 (0+8) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 8+[163]+∞ | 45 | KD | -13 | |
You can hold the button to delay the super, which constitutes the first hit. This move has a hitbox over Annie's head, which moves when she throws the projectile. Not a bad anti-air. | |||||
Damage | Guard | Stun | Cancel | ||
60 (10+20+30) | Mid | 16 (0+8+8) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 8+[163]+31+∞ | 45 | KD | -11 | |
Same as the light version except Annie throws two projectiles. However, she only charges the first one; she cannot stagger the second one's timing. Dodging the fireballs in neutral is an IQ test. |