Darkstalkers 3/Anakaris

From SuperCombo Wiki

Introduction

Anakaris has made his most outstanding appearances in Capcom Fighting Evolution and Marvel vs. Capcom 2. BUT, the unfamiliar mvc2 players say "where the hell's this character from," & the CFE players generally just get pissed at anak's rushdown.

In Vampire Savior, Anakaris is a bit of an oddity among characters. He has no normal throw(but CAN still tech throw, so don't worry), and no teching(pushblock) ability. Anakaris is tiered low among the Vampire Savior cast. This can be due to Anakaris's lack of a tech(pushblock) ability, his slow ability to build meter, and his guardcancel, which REQUIRES 1 stock of meter. These three factors severely hinder his defensive game.

Nonethaless, Anakaris has the ability to overwhelm opponents with his magneto-esque rushdown. He can apply pressure variably enough to prevent opponents from properly gcing or teching, and can further mix up with hi-lo games using his tri-jump. Anakaris has a double jump, and can teleport from one end of the screen to another. Both of these tools allow for anakaris to excel at run-away(though quite a few characters are just good at rtsd).

On with anak...

Noteworthy Normals

Standing Normals

s.lp - the handshake; if you can imagine him trying to do that. Anakaris sticks his hand out and does a thrusting chop. He has frame advantage hit or miss(+8H, +7B), which allows for some interesting rushdown.

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 -

c.mk/c.rk -

Jumping Normals

j.lp

j.mp

j.mk

j.rk


Command Normals

s.F+mk -

s.B+RK(or s.F+RK) -

j.D+KICK(or j.D/F+KICK) -

Special Moves

EX Moves

Combos & Patterns

Strategy

Anakaris Quirks

Circle Mailorder: ah, I also tried Anakaris. but I think he's probably too weird for me to learn right now gbursine: ya Circle Mailorder: he can't tech hit, but I guess he doesn't need to for that backdash screen change thing gbursine: don't learn anak gbursine: till much later gbursine: naw gbursine: he needs it gbursine: lol Circle Mailorder: : / Circle Mailorder: eheh gbursine: he gets locked down beginning of a match by some characters gbursine: lol gbursine: and has barely any options gbursine: w/ out meter or momentum Circle Mailorder: >.< then he's just a low-tier hero, played only for bragging rights? gbursine: yes and no gbursine: tiers are so close gbursine: he can still beat the shit of of the upper tiers Circle Mailorder: haha gbursine: ya gbursine: his rushdown is beastly Circle Mailorder: wow, I wouldn't have guessed that gbursine: ya gbursine: i think if he had just pushblock gbursine: he'd be upper mid easily Circle Mailorder: hmm, I see.. gbursine: ya gbursine: he has no AA defense gbursine: and has no way of keeping pple off him when he wants Circle Mailorder: the backdash screen switch isn't fast enough? gbursine: nope gbursine: its got a small yet significant amount of startup Circle Mailorder: ah...