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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > Namco Stuff > Tekken 6 BR - Anna Williams
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Author Topic: Tekken 6 BR - Anna Williams  (Read 1487 times)
Don Vecta
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Tekken 6 BR - Anna Williams
« on: 28 of December of 2009, 08:31:27 am »

Okay, here's the first gameplay thread of a character.

Anna, compared with her counterpart in DR and even in the vanilla T6, got a lot nerfed in many ways, here's a list of the things she lost or got seriously tuned down:

Nerfs (from DR and normal 6):

- ub 3 kick lost range and speed from DR, plus got a shitty new animation, now you can't rely on that as a safe escape.

- d 1+2 got a dramatic reduction of damage (which is not that bad since retains her monstrous damage due of the rage damage percentage), plus, it lost comboability (following up with d4 1, for example) since now gets a stomach hit stun that recoils the dummy back and allows it to techroll it to not even f f 4 or uf 3+4 could do anything to continue a combo. You still an rely on the infamous tech trap, though, but simply you can't follow up anything from it.

- Her wall hit game also turned shitty. While in DR she could still perform decent damage from df 1 2 4 or ff 3 4 b3 3 and in vanilla T6 could do ff 3 4 b3 f 2+3 (awesome wall damage), now it's impossible to link none of those wall hitters excepting df 1 2 4 (which is a meh damage). Her best wall hit combo now is df 1 2, f 2+3 (which oddly enough give her a slight advantage of appear backwards the opponent).

However, while she got a serious downgrade from certain feats that gave her a lot of power, she still retain a lot of things that keep her dangerous, plus a couple of new stuff that make her game more interesting.

Strong feats.

- her poke game with df 1 2 it's still intact from DR, which it's a thing you can rely at short distance.

- her new d 3 3 from CJS (Chaos Judgement Stance) encourages people to use more CJS and have more offensive options while in that position, also now with this attack it's easier to combo anything from a ff3 2 b3 in a no wall stage (for example, if your intention was to block string with that move but it hit the opponent).

- her CJS reaction attack from a low attack it's no longer the old CJS 3 kick, now gets an automatic uf 4 that launches up and easy to perform a combo out of it.

- b 4 mid kick it's another great poking tool in mid range. Safe on block, negates SS'ing and knocks down on it. Might not be as fast and good as Feng Wei's respective b 4 but still close enough.


all and all, I do still think Anna it's competitive enough to beat even some tiers, she still can hold her own with no problems.

Combos:

- ff 3 4 b3 CJS (whiffs 3rd kick), d 3 3. (39 dam)
- df 2, df 1, df 1 2, d 2 B!, f f 3 4 3. (60 dam). You can change df 1 2 into df 3 1 for a single point of damage.
- WS 2, df 1, db 1 B! walk a bit df 3 2 df wave 1, f 2+3. (73 dam) *Note. Timing to connect df 3 2 df wave 1 after the B! it's a bitch.
- db 3, WS 2, d 4 1, d 2 B! uf 1 3 4+3 (whiffs 3). (dam 67). *Note. This combo doesn't connect with Christie by the time I'm writing this article, maybe other characters also are immune to this combo, especially in the d 2 B! attack.
- ff 3, df 3 1d (causes auto SS) 3 B!, rush a bit, df 1, df 3 1 4 (65 dam). *Note. Precise combo, an option after the df 1 can be ff 3 4 3 for the same damage.
- FC df 2, d 3 4. (dam 33). *Note. This combo it's safe but with low damage, highly recommendable if you are not close enough to perform the combo below or off axis or when opponent it's next to a wall.
- FC df 2 (keep position of df), d 4 1, f2, db 1 B!, ff 3 4 3. (58 dam). *Note. Not holding df after the FC df 2 will cause you to whiff the f 4 1.
- CH qcf 1, uf 3, d 4 1, d 2 B! rush a bit df 3 2 df (waves) 2. (80 dam). EXTREME precision required! for a safe but less damaging option go for ff 3 4 3 after the B!.
- CH qcf 1, qcf 1, 2, d 2 B! rush a bit, df, 3 4 3 (79 dam). EXTREME precise!
- CH qcf 1, hold uf 4, df 3 2 d SS 3 B!, rush a bit df 1, ff 3 4 3 (80 dam). EXTREME precise!
- CH qcf 2, uf 3, d 4 1, d 2 B! ff 3 4 3 (78 dam). *Note. CH qcf 2 stuff can be recovered, so this combo it's not so safe.
- CH uf 1 3 3+4, f 1+2 (61 dam) or f f 1+2 (63 dam). If rushing after combo it's not your thing, play safe with this combo.
- CH uf 1 3 3+4, rush a bit, d 4 1, ff 3 4 3 (second kick usually whiffs) (71 dam). Precision required.
- CH uf 1 3 3+4, rush a bit, d 4 1, d 2 B! uf 1 3 3+4 (uf 1 whiffs) (80 dam but carries to wall easily or ff 3 4 3 for 82 dam) EXTREME precise!
« Last Edit: 28 of December of 2009, 08:33:38 am by Don Vecta » Logged


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Re: Tekken 6 BR - Anna Williams
« Reply #1 on: 01 of April of 2010, 08:53:08 am »

i like this
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Don Vecta
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Re: Tekken 6 BR - Anna Williams
« Reply #2 on: 01 of April of 2010, 08:53:47 am »

Quote from: xantos on 01 of April of 2010, 08:53:08 am
i like this

I don't like this. Banned.
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Re: Tekken 6 BR - Anna Williams
« Reply #3 on: 19 of June of 2010, 09:42:32 pm »

There's some thing I want to cover Anna's stuff. I'll start with her top 10 moves.

Anna's top 10 moves

1.d/f+1,2
This is her bread and butter move, her main poking tool that you will use alot. You'll alot of options such as throws.

2.qcf+1
A quick fast elbow move, it launches on counter hit. It's safe +2 on block. Cannot be reversed or parried. She also get great damage juggles.

3.f,f+2
This move gaurd breaks if block, it gives her good options like a launcher or throw.

4.d/f,d/f+1
This is her best throwing move. She gets oki option after this throw, it also good damage 43.

5.qcf+4
This move has a good tracking, since it's a two hitter move. However this move is -12 block.

6.d/f+2
This move launches, and has good range, And also launches on crouching opponents. But it's also jab punishable on block, -10 to -11.

7.CH d/f+1+2
A good gaurd breaker from a CH, she gets a guarantee f,f+3 launcher, but the timing is strict.

8.f,f+3
A good whiff punisher, it has good range. it's also jab punishable -13 on block.

9.b+4
A 20 frame homing move. only at -9 on block.

10.qcf+3,2
A quick fast natural combo move. Barely safe at -8 on block
« Last Edit: 19 of June of 2010, 09:47:48 pm by White Angel » Logged

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Re: Tekken 6 BR - Anna Williams
« Reply #4 on: 20 of June of 2010, 01:45:53 am »

nice list.

might add some moves.

df 4. Quick low attack. Now faster than previous versions... i think it is -9 or -10 on low block, though.

uf 1 3 (optional with 3+4). Nice high jab with delayable mid kick. If 3 is CH causes unrecoverable stun. Safe on block. 3+4 follow up hits both mid, safe on block but easy to SS after 3.

CJ d 3 3. New low combination kicks added in T6BR. Natural low combo. Great option for CJ stance mind gaming (i.e. ff 3 4 b3 CJ block string then for quick high attack CJ 2 1, for mid uf 4 or for low 3 3). second 3 crouchable if blocked the first one.

df 3 2. Good range attack that opens tons of options on block string. holding df causes wave dash. can be followed by d3 for a low hit, 3 for a high hit that guard crushes at block or holding up or down causes auto SS. Drawback is that 2 can be crouched if df 3 is blocked so players who know Anna well will react accordingly so advise precaution. For instance, for a safe block string I'd better recommend df 3 3 3 (do NOT do anything else!), even though the second and third 3's hit high, they cannot be crouched if the first one it's blocked so it's a quite safe poking and keep away attack.

uf 3+4. One of her best oki attacks. I guess still safe on block but don't know the frame data on this, however I still find it quite reliable. hits OTG safely.


I might add one of my personal block strings with her. While poking with df 1 2 or just df 1, quickly perform df df 1 grab. Or the best way to land this grab is from a blocked ff 2 attack, since it gives you frame advantage and you can either go for the grab or hit df 4 as an alternative.
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Re: Tekken 6 BR - Anna Williams
« Reply #5 on: 20 of June of 2010, 01:04:18 pm »

Anna's d/f+4 is -17 on block.

The Williams sisters d/f+3,2 is duckable if the the first hit is blocked.
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