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SingerOfW

[NitoBura] Anna Primer

May 4th, 2015
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  1. 66 - the so-called hover dash. You can cancel it into an aerial dash or backdash.
  2. 44 - this one is a hover, too. Like the forward dash, you can cancel it into aerial dashes.
  3.  
  4. 5A - just a regular light punch with nothing extraordinary to speak of. Whiffs on crouching opponents. Cute >< eyes.
  5. 2A - slightly longer horizontal reach, everything else is pretty much the same as 5A. Hits mid.
  6. 6A - Anna takes a step back and swings the sword upwards. The start-up is rather slow and the horizontal reach is short, but it gets the anti-air job done. Can be jump-canceled and blows the opponent back a bit, allowing for follow-ups. Be careful not to use Fodere on accident and perform it as 56A while blocking.
  7. j.A - similar animation to 2B, has many uses, such as an air-to-air attack. Fast start-up makes it the primary tool in hover dash mix-ups, and it even connects into j.C. The hitbox extends backwards a bit.
  8.  
  9. c.5B - a kick to the knee with rather short reach. By connecting it into 6A, you can lift the enemy off the ground for an aerial combo.
  10. f.5B - a high kick. It hits crouchers and has a good upward hitbox, so it's a nice button to press whenever. Can be jump-canceled.
  11. 2B - the usual crouching kick. Hits low.
  12. j.B - Anna summons a few swords and hits downwards. The hitbox extends backwards, covers a lot of vertical space and almost no horizontal one. Beats many anti-airs, can be jump-canceled.
  13.  
  14. 5C - Anna summons three swords and shoots them directly forward. Holding the button down makes her shoot five swords instead. Cannot be jump-canceled.
  15. 2C - Anna summons three swords and shoots them diagonally upward. Holding the button down makes her shoot five swords instead. Can be special-canceled, but the lack of a jump cancel makes it difficult to use against grounded opponents.
  16. j.C - Anna summons three swords and shoots them directly forward. Holding the button down makes her shoot five swords instead.
  17. j.2C - Anna summons three swords and shoots them diagonally downward. Holding the button down makes her shoot five swords instead.
  18.  
  19. 5E - A mighty sword swing that blows the opponent away. Has long reach and even moves Anna forward. Cannot be canceled into, but can be followed up by Fodere and other moves.
  20. 2E - Anna sweeps with two swords. Slower than 2B, but has better reach. Hits low and knocks down, like other sweeps. Can low-profile some moves thanks to low hurtbox. Can be punished on block even if you cancel it into any super.
  21. j.E - Similar to the sweep, knocks the opponent down. Can be followed up on counter-hit as they bounce off the ground. Its start-up is long-ish, but its horizontal hitbox is great on both sides, and it stays active for a while.
  22.  
  23. Ground throw, B+C: Anna spins the opponent, staggering them. 2A and 6A connect even without any D cancels.
  24. Air throw: throws the opponent downwards, can be followed up by j.C.
  25.  
  26. Ground roll, 5D: medium distance, nothing to write home about.
  27. Aerial roll, j.D: same as the ground one.
  28.  
  29. Counter-Raid, 6E: same animation as 6A, better not use it against crouchers.
  30.  
  31. Fodere (Pierce): Anna summons swords and shoots them at her opponent. This special actually has three different inputs with different properties.
  32. [4]6A/B/C - shoots the swords forward in a fanned pattern with slight delay. The start-up and the amount of swords depend on the button pressed. C button shoots two waves, but is the slowest.
  33. [2]8A/B/C - shoots the swords upward and then have them fall down to the ground. Can hit both on the way up and on the way down. If it hits the opponent on the way down, it causes knockdown. Different buttons change the distance at which the swords fall down.
  34. j.236A/B/C - shoots the swords with a slight delay. A button shoots them diagonally upwards, B button shoots them forward, and C button shoots them diagonally downwards.
  35. Sectio (Cut), 623A/B/C - Anna jumps up and swings a sword downwards. A regular DP, different buttons change the distance traveled by Anna. The attack's height does not change. Knocks down on hit.
  36. Remedium (Aid), (j)63214A/B/C - Anna floats and surrounds herself with swords. If she is hit with a projectile, she shoots some swords back. If she is hit by other moves, she teleports.
  37.  
  38. Lucere (Shine), (j)236A+B - Anna shoots a barrage of swords. Mashing buttons or spinning the stick doesn't increase the amount of hits.
  39. Seminare (Spread), (j)214A+B - Anna summons a circle of swords and shoots them in all directions.
  40. Sectio Aurea (Golden Cut), 623A+B - a super-DP. Bounces the enemy off the ground, allowing for follow-ups.
  41.  
  42. Variable Rush, C+E - Anna flies forward and starts the auto-combo. Has some start-up invulnerability, like the rest of them. One of the finishers shoots a whole lot of swords upwards, which come down and cover the whole screen after a while.
  43.  
  44. Danza Macabra (Dance of Death), 236236B+C - Lethal Blaze, costs 3 stocks of Power gauge. A parry that isn't researched too well right now. If Anna is hit, she pushes the enemy to the wall and deals extreme damage.
  45.  
  46. Solo combos:
  47. 2A > 2B > 2E > 623C / [2]8A (236AB after first hit)
  48.  
  49. 2A > c.5B > 6A > jc > j.[C] > j.D > j.E (leaves time for oki)
  50.  
  51. j.A > j.B > jc > J.B > j.C > j.236B (j.236AB)
  52.  
  53. j.A > j.B > jc > j.B > j.E
  54.  
  55. 2A > 2B > 2E > 623AB > 623C
  56.  
  57. 2A > 2B > 2E > 623AB > 5E > 236AB
  58.  
  59. 2A > 2B > 2E > 623AB > 5E > 2D > j.C
  60.  
  61. 2A > 2B > 2E > 623AB > 5B > air combo (in the corner, might have to walk before 5B)
  62.  
  63. 2A > 2B > 2E > 623AB > air combo (in the corner, only when you're very close to the wall)
  64.  
  65. B+C > 5D > 2A > BnB
  66.  
  67. B+C > 236AB
  68.  
  69. j.B+C > j.C > 236AB
  70.  
  71. j.B+C > j.C > land > air combo (needs adjustment depending on height)
  72.  
  73. ~ > 236AB > ABC > 236AB
  74.  
  75. ~ > 2E > 623C(1) > ABC > 5B > air combo
  76.  
  77. ~ > 2E > 623C(1) > ABC > 5E > 236AB
  78.  
  79. Assist combos:
  80.  
  81. Kaigen:
  82. 2A > 2B > 2E > AD > 5B > (Kaigen hits) > ~
  83. 2A > 2B > 2E > 623AB > AD > (Kaigen hits) > ~
  84. (in the corner) ~ > 623AB > 5B > j.A > j.B > j.E > AD > j.A > (Kaigen hits) > ~
  85. (Kaigen hits) > 5[E] > 236AB
  86. (Kaigen hits) > 66 > j.B > 5B > 2C > [2]8A
  87. (Kaigen hits) > 66 > j.B > 5B > 2C > 623C
  88. (Kaigen hits) > 66 > j.B > 5B > 2C > 623AB > 623C
  89. (Kaigen hits) > 66 > j.B > 5B > 2C > 623AB > 5E > 236AB
  90. (Kaigen hits) > 66 > j.B > 5B > 2C > 623AB > air combo (in the corner)
  91. (Kaigen hits) > ABC > 66 > j.B > 5B > air combo (recommended after the 623AB route)
  92. (623AB routes assume you didn't use it before Kaigen)
  93.  
  94. Another Blood:
  95. 2A > 2B > 2E > AD > ~
  96. j.E > AD > ~
  97. AD > 2C
  98. AD > [2]8A > 236AB
  99. ~ 236AB > AD > 236AB (AB hits in the corner, whiffs in mid-screen)
  100.  
  101. Dragon:
  102. 2A > 2B > 2E > 623AB > AD > 5E > (Dragon hits) (> double jump into j.236AB)
  103. 2A > 2B > 2E > 623AB > 5E > (> 623AB) > AD > 236AB > (Dragon hits)
  104. ~ 236AB > AD > 236AB
  105. 2A > cl.5B > 6A > jc > j.[C] > 236AB > AD > j.236B > (Dragon hits) > j.[C] > 236AB
  106.  
  107. Dragon + Kaigen:
  108. 2A > 2B > 2E > Kaigen > 5B > Dragon > (Kaigen hits) > 5[E] > (Dragon hits) (> double jump into j.236AB)
  109. 2A > 2B > 2E > 623AB > Kaigen > Dragon > (Kaigen hits) > 5[E] > (Dragon hits) (> double jump into j.236AB)
  110. 2A > 2B > 2E > 623AB > Kaigen > 5[E] (> 236AB) > Dragon > 236AB
  111. (in the corner) 2A > 2B > 2E > 623AB > 5B > j.A > j.B > j.E > Kaigen > j.A > (Kaigen hits) > 5[E] (> 236AB) > Dragon > 236AB
  112. 2A > 2B > 2E > 623AB > Kaigen > (Kaigen hits) > ABC > 66 > j.B > 5B > j.A > j.B > jc > j.B > j.C > 236AB > Dragon > 236AB
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