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 | - | - | +4 | +3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | +2 | +1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | +2/+5 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | +2 | -4 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | 0 | -1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | -5 | -6 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
9 | - | - | -5/-2 | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | - | - | -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 | - | - | -3 | -2 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
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 | -3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | - | - | KD | -2 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | - | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 (6+10) | Mid | 8 (4+4) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | - | - | -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 (1-11 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
15 | - | - | KD | -4 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
14 | - | - | KD | -18 |
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 | - | - | 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 | - | - | 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) | - | - | 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) | - | - | 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 | - | - | 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 | - | - | KD | -3 | |
Annie runs fullscreen instead of three quarters of the way, which in theory allows for a Blanka Ball feint type mixup, but in practice, no. No other differences. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (10+0+0+10) | High/Air | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | - | - | 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 | - | - | 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 | - | - | ~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 | - | - | ~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 | - | - | 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 | - | - | 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 at fullscreen is an IQ test. |