Darkstalkers 3/Anakaris/Attack Data

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< Darkstalkers 3‎ | Anakaris
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Moves

Normal Attacks

<a name="attack1">Normal Moves</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Standing Jab (LP) 5 +8 +7 Standing 0/3/6 Ground yes
Strong (MP) 6 -2 [+3] -3 [+2] Standing 3/9/15 Ground no
Fierce (HP) 11 -3 -4 Standing 6/15/24 Ground no
Short (LK) 5 +8 +7 Standing 0/3/6 Ground yes
Forward (MK) 7 -3 -4 Standing 3/9/15 Ground no
Roundhouse (HK) 11 -12 -13 Standing 6/15/24 All no
Special <img src="4.gif" border="0" > or <img src="6.gif" border="0" >+ Forward (MK) 23 -2 [+4] -3 Standing 3/9/15 Standing no Overhead.
Crouching Jab (LP) 5 +7 +6 Crouching 0/3/6 Ground yes
Strong (MP) 5 -10 -11 Crouching 3/6+3/9+6 Ground no
Fierce (HP) 7 ? -29 Crouching 6/15/24 Ground no
Short (LK) 6 +8 +7 Crouching 0/3/6 Crouching yes
Forward (MK) 13 +1 0 Crouching 3/9/15 Crouching no
Roundhouse (HK) 13 ? -1 Crouching 6/15/24 Crouching no


<td <td <td
<a name="attack-air">Jumping Normals</a>
Button Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Cancelable? Remark
Vertical / Diagonal Jab (LP) 7 Air 0/3/6 Standing no
Strong (MP) 9 Air 3/9/15 Standing no
Fierce (HP) 10 Air 6/15/24 Standing no
Short (LK) 19 Air 0/3/6 Standing no
Forward (MK) 7 Air 3/6+3/9+6 Standing no
Roundhouse (HK) 7 Air 6/15/24 Standing no
Diagonal (Special) <img src="2.gif" border="0" > + Short (LK) 9 0/9/18 Standing no
<img src="2.gif" border="0" > The + Forward (MK) 9 3/12/21 Standing no
<img src="2.gif" border="0" > + Roundhouse (HK) 9 6/15/24 Standing no
<img src="3.gif" border="0" > + Short (LK) 13 0/9/18 Standing no
<img src="3.gif" border="0" > The + Forward (MK) 13 3/12/21 Standing no
<img src="3.gif" border="0" > + Roundhouse (HK) 13 6/15/24 Standing no



Standing Normals

s.lp hits crouching characters(except a crouching Q-Bee), and due to the frame advantage, you can handshake some characters to death[explained in the Combos & Patterns section].


s.mp - the chop: This is my favorite among anakaris's normals. He does a chop akin to honda's standing fierce, only in a higher mummy sort of way. It does a great job of swatting characters out of the sky. There are of course quite a few moves that will simply just outprioritize it(felicia's j.hp, & lilith's j.hp come to mind), but the utility is there.
s.mp not only has hitboxes above[and in front of] his head, but hitboxes which also extend low enough to hit crouching characters(except qbee of course.. maybe others, but my mind is fuzzy). So, should you get too far from your opponent during a handshake rushdown, a dashing strong is a viable option. It covers aerial options that an opponent may try, as well as crouching opponents, who are smart enough not to jump. There IS a small window between the last s.lp and the dashing mp though, that an opponent(who knows/sees it) can take advantage of. Nonethaless, you can best avoid retaliation by properly varying when you dash in and such(you may opt for trijump over dashing back in).
The chop is also what you'll use for characters who are chest height when in their curse mode(i.e. succubus girls, demitri, jedah, qbee).


s.lk - You can change up the dashing lp with a d.lk. The only advantage it has is that it hits all crouching characters. It has significantly less range, and no coverage for an aerial maneuver from the opponent.
s.lk can also be used for the characters who are extreemly close to the ground when in their curse mode(i.e. gallon, aubath, felicia, sasquatch)

s.mk - a distant reaching kick, with a frame disadvantage on both hit and guard. Like s.lk, it does a decent job of hitting characters in curse mode who are lower to the ground. Its range is best when opponent charactesr a a half character away.

Crouching Normals

c.lp - c.lp hits mid. using it during a handshake rushdown is viable. Anakaris's range decreases significantly. c.lp also inherently makes your opponent block low(if they weren't already smart enough to block low during the s.lp's) in expectations of a chained c.lk into knockdown. c.lp and c.lk have slightly similar frame characteristics, but although the c.lp does not hit low, it does have hitboxes convenient enough to hit some opponents who attempt to jump away.

c.mp - c.mp goes approximately a character and a half away. A column of Anakaris's hands travels the distance, approximately half screen height. They make for an excellent anti air option, provided you can predict the opponent, and at least make them block it. Wiffed, a c.mp has horrible recovery. On hit, you MUST cancel into c.mk. It should be second nature to double tap c.mk whenever you use c.mp. should you not, you will likely get punished much in the same way that you would if you had wiffed the c.mp.

c.fp - c.fp is a vertical AA. Four columns of hands extend above anakaris, covering a nice area above him. It has somewhat slow startup(but then again, all of Anakaris's AA's have slow startup), and much like his c.mp, has horrible recovery. In similar fashion to the c.mp, ALWAYS double tap the c.fierce, should the opponent be hit, to recover significantly faster(in case the opponent recovers prematurely, which does happen).

c.lk - not much to describe reguarding his crouching short. It is essential in Anakaris's hi-lo mixup. Use it in his lp rushdown, and trijump mixup.

c.mk/c.rk - c.mk and c.rk are both low hitting kicks. use both to recover faster from c.mp and c.hp. Reguarding knockdowns(using c.rk), Anakaris benifits best from knockdowns in the corner. Midscreen, anakaris isn't as fast to react for strong wakeup.(but you will generally end your chains with c.rk, unless the opponent is blocking, where c.mk is more preferrable(not because the frame advantage is slightly better, but because you keep the opponent in blockstunn for lesser time))

Jumping Normals

j.lp - I believe, it is a viable choice for an air-air option, but have no recollection of it significantly standing out as one.

j.mp - A far reaching kick from Anakaris's main body. Great for hitting from afar, during a distant jumpin. It excells at hitting opponents pre-emptively should they jump, or do a move of some sort. The hitboxes though, are primarily around Anak's feet, which means that j.mp is not a viable choice for up-front aerial confrontations.

j.mk - A two hit kick, which comes from the ground to whatever height anakaris is at[in the air]. It does a well enough job for air-air confrontations, but there are some cases where anakaris really has no decent option(and must block).

j.rk- This move suits Anakaris best for chicken guarding. It hits quickly, and recovers decently enough for anakaris to defend himself. you can link a j.rk off of a j.mk in a jumpin, where you can potentially land, and do either a ground chain, or mixup.

Command Normals

s.B/F+mk - Anakaris does an axe kick that hits high. Its somewhat slow, but its hit boxes are active as soon as Anakaris raises his foot to his head. This kick has a huge area of reach, and is useable for swatting enimies out of the air, as well as hitting crouching enemies. Chain into a c.rk should you hit a crouching opponent. This is also a viable choice to hit opponents in cursed form. Outside of this, use Anakaris's axe kick sparingly.


s.B+RK(or s.F+RK) - Anakaris does a kick inside his coffin, while moving forward or backward. Not really good moving or stationary, since aerial opponents can block it. Don't use it.


j.D+KICK(or j.D/F+KICK) - Anakaris's second saving grace(the first being s.lp?). Anakaris forms a pyramid on his lower torso, and dives at the enemy. All kick strengths have the same startup(13 diagonally, 9 straight down). Getting the quick tri-jumps is essential for an effective anakaris. The dives give Anakaris a wakeup game, as well as a means to quickly get back to the ground.


B, B(against a corner) - Anakaris's infamous command dash that moves him from one end of a screen to another. He has a bit of startup and recovery that makes this move punishable. Use it accordingly.

<a name="pursuit">Pursuit</a>

Pursuit



(Knockdown Only)

       <img src="8.gif" border="0" >+ P or K
Strength Startup After Pos Gauge Growth (Whiff/Hit) Remark
Normal 43 Standing 6/24
ES 43 Standing 0/0


<a name="other">Special Skills</a>

Teleport




         Backdash when on the screen's edge
After Pos Remark
Standing Invincible frames: 57F
Float
     
Press <img src="8(1).gif" border="0" >
After Pos Remark
Air
Triple Jump
         
During the jump press <img src="8(1).gif" border="0" >
After Pos Remark
Air
Air Movement
         
During float press <img src="4.gif" border="0" > or <img src="6.gif" border="0" >
After Pos Remark
Air
Forcing Landing
         
During float press <img src="2.gif" border="0" >
After Pos Remark
Standing Landing time: 1F

Special Moves

<a name="sp-move">Special Moves</a>
Royal Judgement
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 34 Polymorph Air 12/16/21 All low: 15F Duration

middle: 111F Duration
high: 191F Duration

ES: 271F Duration
middle 34 Polymorph Air 12/16/21 All
high 34 Polymorph Air 12/16/21 All
ES 34 Polymorph Air 0/0/0 All

Spell of Turning (absorb)


Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit) Guard Direction Remark
low 4 - - Variable 12/21 -
middle 4 - - Variable 12/21 -
high 4 - - Variable 12/21 -
ES - - - Variable - -

Spell of Turning (release)


Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low Variable 12/16/21 Details on table below.
middle Variable 12/16/21
high Variable 12/16/21
ES Variable 0/0/0

Coffin Dance


Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 30 Knockdown Variable 12/16/21 Standing
middle 30 Knockdown Variable 12/16/21 Standing
high 30 Knockdown Variable 12/16/21 Standing
ES 30 Knockdown Variable 0/0/0 Standing
Cobra Blow
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low 10 -2 -3 Standing 18/19+1/21+3 Ground
middle 10 -10 -11 Standing 18/19+1+1/21+3+3 Ground
high 10 -12 -13 Standing 18/19+1x3/21+3x3 Ground
ES 10 Knockdown -13 Standing 0/0/0 Ground
Mummy Drop
Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit) Guard Direction Remark
low 22 Knockdown - Standing 12/21 Throwing
middle 25 Knockdown - Standing 12/21 Throwing
high 29 Knockdown - Standing 12/21 Throwing
ES 22 Knockdown - Standing 0/0 Throwing
Word of Truth Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Block/Hit) Guard Direction Remark
low - - - - - - Invincible frames: 13F
middle - - - - - -
high - - - - - -
ES 7 Polymorph - Standing 0/0/0 -
Pit of Blame Strength Startup Hit Adv Grd. Adv After Pos Gauge Growth (Whiff/Hit) Guard Direction Remark
low 25 Knockdown - Standing 12/21 -
middle 25 Knockdown - Standing 12/21 -
high 25 Knockdown - Standing 12/21 -
ES 25 Knockdown - Standing 0/0 -

EX Moves & Dark Force

Curse Supers

(lvl 1:[mp, lk, down, lp, mk]requires 1 meter , lvl 2:[hp, mk, down, mp, rk] requires 2 meters, lvl 3: [rk, mp, lk, down, lp, mk, hp] requires 3 meters) - These 3 versions of the curse super are essentially the same type of super; a beefy version of Anakaris's curse special. Unfortunately, all versions of this super share the same slow startup and travel time that the normal curse special move has. To top it off, all versions of this EX move are blockable, making even a wakeup curse super impractical.
All these deficiencies, coupled with Anakaris's slow nature of building meter make all versions of this super impractical for competative play. Stay away from these supers.


Hellhole

(HCF+KK) - Anakaris summons a column of something, a la HOD, except its unblocable. Opponents are able to be hit from top to bottom of the screen Due to its incredibly long startup, the Hellhole super makes for an impractical Anti Air option. With proper anticipation on knockdown though, it may make for a viable wakeup option(w/ the opponent waking up)..


For the most part though, Anak's meter can be better used elsewhere.

Dark Force

(P+K of the same strength) - Anakaris's upper and lowe torso separate, giving th user primary control over the upper body, while having a bit of a random AI control the lower body. Anak has hyper armor, and cannot block. This DF has quite some utility, despite its oddness. though more research is necessary.


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