Darkstalkers 3/Anakaris/Attack Data

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Standing Normals


Jab
lp
Startup Active Recovery On Hit On Block
5 3 8 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • 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].


Strong
mp
Startup Active Recovery On Hit On Block
6 5 [2/3] 18 -2 [+3] -3 [+2]
Guage Damage Attack Cancels Properties
3/9/15 18/8 Mid No Multi-hit
  • Recovery before downswing: On Hit: -2/-1 On Block: -3/-2
  • Recovery with just downswing On Hit:+3 On Guard:+2
  • 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).

(Still working on the japanese translation)


Fierce
hp
Startup Active Recovery On Hit On Block
11 11 [4/7] 21 -3 -4
Guage Damage Attack Cancels Properties
6/15/24 22/9 Mid No -
  • 硬直差の範囲 H:-3~+3 G:-4~+2


Short
lk
Startup Active Recovery On Hit On Block
5 3 8 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • 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)


Forward
mk
Startup Active Recovery On Hit On Block
7 4 24 -3 -4
Guage Damage Attack Cancels Properties
3/9/15 19/9 Mid No -
  • 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.


Roundhouse
hk
Startup Active Recovery On Hit On Block
11 6 37 -12 -13
Guage Damage Attack Cancels Properties
6/15/24 25/10 Mid No Airborne
  • Because this move is considered airborne, it is also air blockable.


Crouching Normals


Jab
lp
Startup Active Recovery On Hit On Block
5 3 9 +7 +6
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • 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.


Strong
mp
Startup Active Recovery On Hit On Block
5 12 [6/6] 25 -10 -11
Guage Damage Attack Cancels Properties
3/6 + 3/9+6 (11,9)+(7,6) [(4,3)+(2,2)] Mid No Multi-Hit
  • 硬直差の範囲(1段目) H:-16~-11
  • 硬直差の範囲(2段目) H:-10~-5 G:-11~-6
  • ※ガード時硬直差は2段目のみ表記
  • 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.

(Still working on the japanese translation)


Fierce
hp
Startup Active Recovery On Hit On Block
7 21 32 Knockdown -29
Guage Damage Attack Cancels Properties
6/15/24 20/9 Mid No -
  • 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).


Short
lk
Startup Active Recovery On Hit On Block
6 3 11 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Low Yes -
  • 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.


Forward
mk
Startup Active Recovery On Hit On Block
13 3 20 +1 0
Guage Damage Attack Cancels Properties
3/9/15 16/7 Low No -
  • 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))


Roundhouse
hk
Startup Active Recovery On Hit On Block
13 4 25 Knockdown -1
Guage Damage Attack Cancels Properties
6/15/24 19/8 Low No Sweep
  • A Bullet Point
    • More Bullet, less point


Jumping Normals


Jab
lp
Startup Active Recovery On Hit On Block
7 3 20 Variable Variable
Guage Damage Attack Cancels Properties
0/3/6 10/4 High No -
  • 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.


Strong
mp
Startup Active Recovery On Hit On Block
9 4 13 Variable Variable
Guage Damage Attack Cancels Properties
3/9/15 19/9 High No -
  • 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.


Fierce
hp
Startup Active Recovery On Hit On Block
10 6 23 Variable Variable
Guage Damage Attack Cancels Properties
6/15/24 24/10 High No -
  • A Bullet Point
    • More Bullet, less point


Short
lk
Startup Active Recovery On Hit On Block
19 3 17 Variable Variable
Guage Damage Attack Cancels Properties
0/3/6 11/5 High No -
  • A Bullet Point
    • More Bullet, less point


Forward
mk
Startup Active Recovery On Hit On Block
7 18[9/3/6] 14 Variable Variable
Guage Damage Attack Cancels Properties
3/6+3/9+6 10+9/5+4 High No Multi-Hit
  • 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).


Roundhouse
hk
Startup Active Recovery On Hit On Block
7 9 23 Variable Variable
Guage Damage Attack Cancels Properties
6/15/24 21/10 High No -
  • 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


Seija no Ayumi
4mk or 6.mk
Startup Active Recovery On Hit On Block
23 9 14 -2 [+4] -3 [+3]
Guage Damage Attack Cancels Properties
3/9/15 17/8 High No Overhead
  • < >は振り下ろし時
  • 硬直差の範囲(振り下ろし前) H:-2~+6 G:-3~+5
  • 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.


Tombstone Dive
j.3+k
Startup Active Recovery On Hit On Block
13 Until landing Jump recovery Variable Variable
Guage Damage Attack Cancels Properties
See note 15/7 High No -
  • An excellent move in Anakaris' toolkit. Anakaris forms a pyramid on his lower torso, and dives at the enemy (or 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.
  • The stats for all version of this move (j.3lk, j.3mk, j.3hk) are the same with the exception of meter gain. (j.3lk = 0/9/18, j.3mk = 3/12/21, j.3hk = 6/15/24)


Tombstone Drop
j.2+kick
Startup Active Recovery On Hit On Block
9 Until landing Jump recovery Variable Variable
Guage Damage Attack Cancels Properties
See note 16/8 High No -
  • An excellent move in Anakaris' toolkit. Anakaris forms a pyramid on his lower torso, and dives at the enemy (or 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.
  • The stats for all version of this move (j.2lk, j.2mk, j.2hk) are the same with the exception of meter gain. (j.2lk = 0/9/18, j.2mk = 3/12/21, j.2hk = 6/15/24)


Warp
backdash (against a corner)
Startup Active Recovery On Hit On Block
- 57 8 - -
Guage Damage Attack Cancels Properties
-/-/- - - - -
  • B, B(against a corner) - Anakaris's infamous command dash that moves him from one end of a screen to another. He has whole body invincibility while dashing but is punishable during his recovery (8 frames).


Pursuit


Pursuit
8p(only on knockdown)
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - -
  • A Bullet Point
    • More Bullet, less point


Throws


-
-
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - -
  • Anakaris does not have a normal throw. He can still tech throws though.


Specials


Kotodama Gaeshi (Inhale)
214k
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Air OK
  • Captures an opponent's projectile


Kotodama Gaeshi (Exhale)
236k
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Air OK
  • Can exhale as many tims as you want after the first inhale


Hitsugi no Mai
22p or 22k
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Air OK
  • Drops a casket on the opponent. Power of button determines range


Ouke no Sabaki
236p
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Air Only
  • Curses the opponent on hit. Cursed opponents cannot attack or block


Cobra Blow
46p
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - -
  • Visually similar to 5hp, but longer range. Range is determined by strength of button (lp - close range, mp - mid screen, hp - full screen)


Miira Drop
236p
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Command Grab
  • A command grab. Can be performed at different ranges using different buttons (lp - close range, mp - mid screen, hp - full screen)
  • Mash for extra damage


Togame no Ana
623k
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- - - - Command Grab
  • Another command grab. This one can only be performed on knockdown.


EX Moves


Shinjitsu no Oshie
623pp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
Costs 1 Bar - - - Guard Cancel


Naraku no Aan (Hellhole)
41236kk
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
Costs 1 Bar - - - Command Grab, Unblockable
  • (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.


Pharoah Magic
mk,lp,2,lk,mp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
Costs 1 Bar - - - Projectile, Air OK
  • (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.


Pharoah Salvation
hk,mp,2,mk,hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
Costs 2 Bar - - - Projectile, Air OK
    • (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.


Pharoah Decoration
hk,mp,lk,2,lp,mk,hp
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
Costs 3 Bar - - - Projectile, Air OK
    • (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.




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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Anakaris
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