- Mixups: Anna boasts a wide array of tricky and devastating mixups, such as the sidestep extension from her d+4,1 leading to a 50/50 and her famous Full Crouch mixup between FC.df+2, a far reaching launching low, and a plethora of powerful mids.
- Famous Low Hater: Anna’s b+4 puts her in the Chaos Judgement (CJM) stance, where she will automatically counter lows, but is vulnerable to highs, mids and throws. While the payoff is low, the safety of the followup (b+4,4) on block and the low crushing properties of her hopkick make it scary to throw out lows against Anna.
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- Low Damage: Lacking the f,f+3 Nina uses to end her juggles, Anna often ends up doing middling damage in order to try to guarantee a better mixup situation afterwards.
- Little Safety: Anna doesn’t have many of the safe on block launchers that the rest of the cast has, and any she does have are usually strings that are only true on Counter Hit only.
- Rough Tracking: Anna’s mixups are often thwarted via sidestepping or backwashing at the correct time, and as the hitbox of her FC.df+2 can seem a bit smaller than would be preferable, Anna can struggle to stop this counterplay.
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