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Mr Bigglesworth
Old Post #1 Anna's Changes Summary and Other Info
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 23rd, 2005 11:59 Edit/Delete PostReply With Quote

This topic is sort of self explanatory. It lists all of the changes made to Anna from Tekken Tag to Tekken 5 to Tekken 5.1 to Tekken 5 Dark Resurrection and finally Tekken 6. If you see any mistakes in the list just say so and I’ll make an amendment.


Notes:

--- Bold notations --- will be used to indicate which part of a string is being referred to.

↑ Upgrade

↓ Downgrade

↕ Debatable

? Unconfirmed property

'Recovery' refers to the recovery time of a move when whiffed. Block and hit recovery will be referred to as 'block recovery' and 'hit recovery'.

* Asterisks all over the list are just an obsessive yard stick measure I like to use to see how Anna is comparing to Nina. An asterisk indicates a shared property between the two.



LAST EDITED: 15 Dec 07



Tekken 5.1 ---> Tekken 5 Dark Resurrection Changes

A number of these changes are unconfirmed




--- SS+1+2 ---

↑ increased range
↑ launches higher
↓ slower block recovery - increased from 0 to minus 3 frames

--- SS+2 ---

↑ hits grounded - legs and body only

--- qcf+1 ---

↑ damage increased from 18 to 20
↓ qcf input is required to execute move - d,d/f+1 removed

--- (WS_d/f)+1 ---

↑ advantage increased to 5 frames*
↑ damage increased from 10 to 13*
↓ reduced tracking*

--- (WS_ d/f)+1,2 ---

↑ advantage increased to 2 frames*
↓ can no longer be delayed*
↓ damage decreased from 13 to 10*

--- (WS_d/f)+1,2,3 ---

↑ causes wall stun
↓ spinning launch against back turned opponents - weaker juggles
↓ tech-roll after knockdown

--- (WS_d/f)+1,2,4 ---

↓ slower block recovery - increased from minus 3 to 5 frames

--- d/f+3,2,1,d+4 --- new notation - originally d/f+3,2,1,4

--- 2,1,d+4 --- new notation - originally 2,1,4

--- qcf+2 ---

↓ replaced

--- d/f+3 ---

↑ faster hit and block recovery*
↑ damage increased from 10 to 13*

--- d/f+3,2 ---

↓ can be ducked when 1st hit is blocked*

--- d/f+3,1,4,2 ---

↓ can be ducked when 2nd hit lands

--- d/b+1 ---

↑ faster block recovery - decreased from minus 13 to 1 frame?
↓ CH knockdown removed
↓ damage decreased from 22 to 16

--- d/b+1,4 ---

↑ guaranteed after 1st hit on CH
↓ no longer hits grounded

--- d/b+1,1 ---

↓ damage decreased from 15 to 12

--- d/f+2 ---

↑ launches crouching opponents on regular hit - launch after low parry
↓ slower block recovery - increased from minus 7 to 10 frames

--- b+2,2 ---

↑ guaranteed after 1st hit*
↓ advantage reduced from 11 to 5 frames - no guaranteed follow ups

--- FC d/f+2 ---

↑ hits grounded
↑ pushback on block at long range
↓ FC+4,1 does not connect after hit at long range
↓ damage decreased from 23 to 21

--- FC f+2 ---

↑ new knock down property - gives more advantage
↑ hits grounded
↓ slower block recovery - increased from minus 11 to 13 frames
↓ block stun forces crouch but does not pushback

--- d/b+1+2 ---

↓ damage decreased from 95 to 65*

--- CJM 3 ---

↓ damage decreased from 21 to 18

--- CJM 4 ---

↓ cannot juggle on CH

--- 3 ---

↓ damage decreased from 25 to 18*

--- f+3 ---

↑ no longer knocks down

--- f,f+3 ---

↑ faster block recovery - decreased from minus 16 to 13 frames

--- f,f+3,4,3 ---

↓ damage decreased from 20,15,15 to 16,12,12

--- f,f+3,4,b+3 ---

↑ damage increased from 8 to 12

--- u+3 ---

↑ knocks down*
↑ causes wall stun*

--- (u_u/f)+4 ---

↓ no longer knocks down

--- u/f+1+2 ---

↕ when broken will reverse Anna’s position with the opponent's, leaving her side turned a few steps away*

--- d/b+4 ---

↑ faster block recovery - decreased from minus 18 to 14 frames?

--- d/b+4,3 ---

↑ faster block recovery - decreased from minus 26 to 13 frames - no stagger

--- d/b+3 ---

↑ damage increased from 18 to 21

--- u/f+1,3,3+4 ---

↑ all subsequent hits are guaranteed after 1st on CH
↑ all subsequent hits are guaranteed after 2nd - regular and CH
↑ 3rd hit launches

--- CJM ---

↕ low reversal knocks down

--- CJM 4 ---

↑ knocks down face up feet away

--- qcf ---

↑ crouch dash can be executed after sidestep*

--- qcf+1+2 ---

↑ throw can be initiated without completing crouch dash*

--- (FC_d)+4,1 ---

↑ faster hit recovery*
↑ faster block recovery - decreased from minus 6 to 0 frames*

--- (WS_f,f_f)+1+2 ---

↑ always gives clean hit*
↑ hits grounded siderolling opponents?*

--- f+4 ---

↑ always gives clean hit

--- f,f+4 ---

↑ faster block recovery - decreased from minus 7 to 0 frames
↑ launches on regular hit

--- 4 ---

↑ easier to juggle on CH* - f+1+2 guaranteed

--- (1,2_2_f+2),1,4 ---

↑ regular launch instead of high launch
↑ increased pushback on block

--- d/f+1+2 ---

↑ reduced pushback on CH

--- f,f+2 ---

↑ tech-crouch on start up

--- d+1+2 ---

↑ damage increased from 50 to 80
↑ improved tracking

--- d/f+4 ---

↑ damage increased from 10 to 14
↑ faster block recovery - decreased from minus 15 to 14 frames

--- N ---

↑ Nina's 'Evil Mist' automatically reversed




New Moves

Notes on new moves are based on currently available info and may change.



--- CJM 2,1 ----

high/mid - 10/12 - A double jab attack from CJM. Useful for interrupting agressive opponents and gives frame advantage on hit. Can start juggling with - CJM 2 - after launching with - [f,f+3],4[,b+3] - . - [f,f+3,4],b+3,CJM 2,1 - is a natural combo.

--- qcf+2 ---

mid - 24 - A 19 frame revolving elbow attack with a large hitbox. Gives a breakable stun on CH, knockdown on normal hit, minus 10 frames and pushback on block.

--- u/f+3+4 ---

MID/MID - 4/18 - A slightly slow, foward moving and ground hitting somersault. Can be used as an anit-techroll juggle ender to give good positioning though recovery is too slow for any guaranteed followups. Safe on block and knocks down on hit.

--- d/f+3,2,1,4 ---

mid/high/high/high - 13/12/6/21 - Simply Anna's old kick and jabs string, but ending with a launching high kick similar to the last hit of - (1,2_f+2),1,4 - . Last two hits will combo on CH.

--- 2,1,4 ---

high/high/high - 10/6/21 - Identical to - f+2,1,4 - but beginning with a 10 frame jab.





Tekken 5 ---> Tekken 5.1 Changes

A number of these changes are unconfirmed



--- (WS_d/f)+1,2 ---

↑ improved tracking*
↓ disadvantage on block*
↓ disadvantage on hit*

--- (WS_d/f)+1,2,3 ---

↓ only launches back turned opponents, face down, feet away, anti-tech-roll knockdown on front and sides
↓ can be interrupted after 2nd hit
↓ does not wall stun

--- u/f+1,3 ---

↓ slower hit recovery
↓ slower block recovery

--- (d_FC)+1,N+4 ---

↓ slower block recovery - increased from minus 8 to 12 frames*

--- (d/b_FC)+2,N+4 ---

↓ slower block recovery - increased from minus 5 to 12 frames *
↓ damage reduced from 15 to 10*

--- f,f+3,4,3 ---

↓ slower block recovery - increased from minus 14 to 16 frames

--- f,f+3,4,b+3 ---

↓ damage reduced from 15 to 8

--- d/f+3,1,4 ---

↑ cannot be ducked (but can be blocked) if 2nd hit lands
↑ damage increased from 15 to 21
↓ can be ducked when 2nd hit is blocked

--- d/f+3,1,4,2 ---

↓ can be ducked when 3rd hit is blocked

--- f,f+2 ---

↓ no longer tech crouches

--- 1,2,1 ---

↓ slower recovery*

--- (d_FC)+3,2 ---

↓ slower block recovery*

--- d/b+4,3 ---

↑ can be delayed

--- FC u/f+4_U/F+4 ---

↑ faster block recovery - decresed from minus 14 to 12 frames

--- FC d/f+2 ----

↑ improved tracking

--- d/b+3 ---

↑ improved tracking

--- WS+2 ---

↑ improved tracking

--- f+4 ---

↑ improved tracking

--- (1,2_f+2),1,2,4 ---

↑ faster block recovery

--- CJM f ---

↑ faster execution





Tekken 5 Changes



-/+ Neutral Changes


CJM - new notation - originally b+4 - now b+3

(d/b_FC)+2,4 - new notation - originally (d_FC)+2,4

b+1,2,2 - new notation - originally b+1,1,1




- Negative Chnages


(WS_f,f_f)+1+2 - shorter range, slower execution - increased from 19 to 20 frames, does not hit grounded siderolling opponents

FC u/f+4_U/F+4 - shorter range

d/f+1+2 - slower execution - increased from 15 to 16 frames, slower recovery - less advantage on hit, less advantage against crouching opponents - no free follow-ups, no longer unblockable

d/f+1,2,1… - removed

d/f+1,2,1,4,2… - removed

f+2,1,4,2… - removed

1,2,1,4,2… - removed

FC 3,d+4 - removed

d/f+3,3,3,1… - replaced

FC U/F+4 - slower execution, shorter range

FC f+2 - parry window shortened

u/f+3 - no longer links to throw, slower execution - increased from 23 to 25 frames

1+3 - Anna recovers some distance from the opponent - no guaranteed follow-ups

1,4 - slower block recovery - increased from minus 10 to 15 frames

Nina's 'Evil Mist' no longer automatically reversed

d+3+4 - no longer tracks grounded opponents sideways

qcf - crouch dash impossible during sidestep

d/f+3,1,4,2,u/f+3 - last hit properties changed (see u/f+3)

CJM - low reversal has shorter window, delay before using stance attacks, does not reverse Nina's - u/f+1+2 -

f,f+4 - slower block recovery

d/f+1,2 - 1st hit advantage on hit reduced from 7 to 5 frames*, 2nd hit damage reduced from 15 to 13*, 2nd hit advantage on hit reduced from 7 to 2*, tracking reduced*

u/f+1,3 - 1st hit damage reduced from 13 to 10, 2nd hit damage reduced from 18 to 16, 2nd hit knocks down against back turned opponents, 2nd hit advantage on hit reduced from 19 to 15 frames

(qcf_d,d/f)+1 - damage reduced from 22 to 18

(WS_qcf)+2 – slower execution - increased from 15 to 19 frames

d/b+1+2 - noise during execution alerts opponent

d+1+2 - noise during execution alerts opponent

b+1,2,2 - all hits no longer guaranteed on CH

d/f+2 - slower recovery, slower execution - increased from 15 to 16 frames

d+4,1 - 1st hit can be parried*




+ Positive Changes


FC f+2 - knocks opponent face down feet away on regular hit, damage increased from 18 to 25, stuns on CH

FC u/f+4_U/F+4 - low crush, can shift to FC with D or standing position with N, faster execution - decreased from 19 to 18 frames - guaranteed after parrying some low kicks

d/f+1+2 - tech-crouch on start up

u/f+3 - low crush, recovers in standing position, knocks opponent down face up feet away

d/f+3,1,4,2,u/f+3 -last hit properties changed (see u/f+3)

CJM - low parry works against most low attacks

f,f+4 - recovers in standing position, bounce juggle on CH, can shift to CJM

d/f+1<2 - 2nd hit can be delayed*, longer range, can be done WS* - WS version can't be delayed

(WS_qcf)+2 - launches on regular hit*, damage increased from 15 to 22, longer range, faster block recovery - decreased from minus 16 to 7 frames, pushback on block, tech-crouch on start up

d/f+3,3,3… - 2nd and 3rd hits guaranteed after 1st *, 2nd hit cannot be ducked if 1st is blocked*, 3rd hit cannot be ducked if 2nd is blocked*

d/f,d/f+1 - damage increased from 33 to 43*

u/f+1+2 - extra damage against walls*

1,2,4 / d/f+3,2,4 / 3,3,4 / (d_FC)+3,n+4 - ending kicks are more damaging*

2,4 - last hit more damaging and causes guard break*

3,4 / d/f+3,4 - 2nd hit guaranteed after 1st*, 2nd hit causes stun on CH*

(d_FC)+ 4<1 [~U_~D] - 1st hit low*, sidestep cancels allow all sidestep moves*, delayable*

u/f+4,3,4 - sidestep cancels allow all sidestep moves*

(d_FC)+3,2 - high crush*

4 - launches on CH*

d/f+3<1,4,2… - 2nd hit can be delayed

d/f+3,1,4,2,4 - last hit launches and has faster block recovery - no stagger

d/f+3,1,4,2,3 - last hit causes guard break

FC d/f+2 – launches, high crush, damage increased from 18 to 23, can shift to FC with D or standing position with N

SS+2 - high crush

SS+3 - knocks down on regular hit, stun on CH SSR

d/f+3,1,4,2... - sidestep cancels allow all sidestep moves

b+1,2,2 - sidesteps left, 1st hit mid, last hit damage increased from 14 to 24, 2nd hit guaranteed after 1st

d/f+4 - hits grounded

d/f+2 - longer range, damage increased from 12 to 16, +2 frames hit advantage against crouching opponents, launches crouching opponents on CH

2+4 - no longer back turned after throw

4,3 - last hit knocks down on CH

d/f+3,2 - 2nd hit guaranteed after 1st*, 2nd hit cannot be ducked when 1st is blocked*

(WS_f,f_f)+1+2 - faster block recovery - decreased from minus 17 to 16 frames, more pushback on block




New moves


f+4 - mid - 25 - A 19 frame, low crush flying kick that inflicts 37 damage on clean hit at close range. Its poor hitbox and tracking makes it unreliable, and though it has limited use as a juggle ender, its -15 block recovery often makes it too unsafe to be used effectively in any other situation.

f,f+3,4,3 - mid/mid/mid - 20/15/15 - A 15 frame (fastest execution 16 frames) low crush, triple flying kick that tracks on Anna's left side completely. The first kick can be used alone as a whiff punishing launcher, the f,f input allowing the move to be delayed, extending its range. Thanks to its range and a hitbox that picks up opponents close to the ground, f,f+3,4,3 is Anna's ideal juggle ender, inflicting heavy damage and keeping the opponent relatively close for okizeme. Used outside of juggles all three hits are quite unsafe.

f,f+3,4,b+3 - mid/mid/mid - 20/15/15 - Much the same as the move above, this move transitions into CJM. It's best use is at walls, where, f,f+3,4,b+3,CJM 3 becomes a combo.

f,f+3,4,b+3:1+2 - mid/mid/mid/! - 20/15/15/90 - This just-frame transitions smoothly into Anna's d/b+1+2 unblockable. It is difficult to apply practically in a match, though when used against a standing opponent f,f+3,4[b+3]:1+2 becomes a tech-trap.

d/b+4,3 - LOW/LOW - 18/14 - Two high crushing, ground hitting low kicks that combo on CH. Both kicks can be severely punished on block. The second kick tracks fully in both directions and launches.

u/f+1<3,3+4 - high/mid/mid/mid - 10/16/10/10 - Anna's old jab kick 'Fatal Attack' combination with two fast jumping knee attacks attached to the end. The last two hits are safe but have no tracking and do not combo. Not particularly useful except when used in juggles to carry opponents to walls.

d/b+3 - LOW - 18 - Ground hitting launcher with decent tracking. Executing at 27 frames with no discernable crush properties and -20 block recovery however often makes it too risky to use outside of okizeme situations.

d/f+1<2,3 - mid/high/mid - 10/13/18 - The last hit is a launcher with -12 block recovery. This is a pretty good, high reward attack that can be spammed to a degree. By delaying the second hit it can be used to hunt for CHs, which causes the last hit to combo then launch. This string is also a natural combo on back turned opponents so can be very useful in wakeup situations.

d/f+1<2<4 - mid/high/high - 10/13/22 - This is a new version of an old string with the last hit, originally a reverse roundhouse, being replaced with a crescent kick. The last hit combos if the second hit is delayed and CHs. All three hits jail the opponent on block provided none are delayed. This string is Anna's second best wall combo and can be pulled off quickly when f,f+3,4,b+3,CJM 3 cannot.

d+2 - mid - 15 - A 17 frame over arm strike with no tracking and average range. On hit and block d+2 will leave the opponent in crouch position, unfortunately it also leaves Anna at negative frames unless it lands on CH or against an already crouching opponent. It can be used as an anti-tech juggle ender but requires a sacrifice in damage and doesn't leave the opponent close enough to create very effective okizeme.

d/f+3,3,3,1 - mid/high/high/high - 10/6/8/14 - One of Anna's old kick combinations with an uppercut launcher attached to the end. All hits are a natural combo except the last, which can be ducked easily and is midly punishable on block. Delaying the second hit of the string makes it possible to land it as a CH causing the remaining hits to combo. This string also combos at close range after a deep sidestep.

qcf+4
CJM 1
CJM 4
CJM f
CJM f,3
d/b+1,1
d/b+1,4
d/f+3<1,4<2,1+2
1,2,1,4_f+2,1,4
(1,2_f+2),1,2,4~b
(1,2_f+2),1,2,4,1,2,2,3+4,2
(1,2_f+2),1,2,4,1,2,2,3+4,3

Last edited by Mr Bigglesworth on Dec 16th, 2007 at 21:57

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Mr Bigglesworth
Old Post #2
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 23rd, 2005 12:02 Edit/Delete PostReply With Quote

Tracking Properties (T5)

This is a summary of the tracking capabilities of each of Anna's moves. Strings such as
- d/f+3,2,3 - etc. are not listed. Moves not listed (excluding strings) are considered to have no tracking abilities. These are just my observations, please let me know if you see any mistakes.

(All tracking directions refer to the opponent’s left and right. eg. 'Tracks sidestep right' refers to a move that tracks an opponent stepping to their right etc.)



Tracks sidestep left/right:



f,f+2 - h
d/b+1 - m
d/b+3 - L
d/b+1+2 - !
d+3 - L
1,4 - h,L - 2nd hit
d+4,1 - l,h



Tracks sidestep right:



d/f+4 - L
FC d/f+2 - l
FC f+1 - m
qcf+4 - m,m - both hits
f,f+3 - m
b+1,2,2 - m,h,m



Tracks sidestep left:



FC f+2 - m
qcf+1 - h
qcf+4 - m,m - 1st hit
d/f+1+2 - m
1,2 - ,h,h
u/f+4 - h
u+3 - m
WS+1+2 - m
b+2,2 - h,h
CJM 4 - L



Tracks sidewalk right:



d/f+4 - L
f,f+3 - m
b+1,2,2 - m,h,m



Tracks sidewalk left:



qcf+4 - m,m
d/f+1+2 - m
d/b+1 - m
b+2,2 - h,h
d+3 - L



Grounded opponents



d+3 - L - tracks left roll and right roll
d/b+3 - L - tracks right roll
d/b+4 - L - tracks right roll
d/f+4 - L - tracks left roll
FC d/f+2 - l - tracks left roll
FC f+2 - m - tracks right roll



Other observations:



d/f+2 - m - tracks sidestep right in later frames
WS+2 - m - tracks sidestep left and right in early frames
f+1+2 - m - tracks sidestep left at long range
FC f+2 - m - tracks sidestep right in later frames, tracks sidewalk left at long range



Notes:



These properties are only confirmed for Tekken 5 and not Tekken 5.1 or Tekken 5 DR. Properties were tested in practice mode of Tekken 5.0 using Anna as player 1 and Mokujin as player 2 in an infinite stage.

Last edited by Mr Bigglesworth on Jul 15th, 2006 at 18:34

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Mr Bigglesworth
Old Post #3
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 23rd, 2005 12:03 Edit/Delete PostReply With Quote

Reserved for stuff....

Last edited by Mr Bigglesworth on Dec 23rd, 2005 at 12:08

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amphreded
Old Post #4
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Dec 23rd, 2005 18:21 Edit/Delete PostReply With Quote

I'd just like to mention that d/f+3,4 was duckable on block in T5.0. So it's not a change in T5DR.

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Mr Bigglesworth
Old Post #5
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 23rd, 2005 20:32 Edit/Delete PostReply With Quote

Thanks, I just never once noticed it before.

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DeeSam
Old Post #6
King of Iron Fist
Member Since: Jun 2004
From: New Zealand
Posted: Dec 26th, 2005 11:03 Edit/Delete PostReply With Quote

Tested today:

2,3:
Is NOT a natural combo

d/f+2:
Launches crouch, definately jab punishable, got 2,1'd by Jin many times

Signatured+4
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Mr Bigglesworth
Old Post #7
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 26th, 2005 13:44 Edit/Delete PostReply With Quote

Thanks, DeeSam. Shame about - 2,3 - .

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Frost Needle
Old Post #8
Royal Tekkenite
Member Since: Dec 2004
From: Philippines
PSN: Submissive Bastard
Posted: Dec 27th, 2005 02:23 Edit/Delete PostReply With Quote

according to prototype chicken (from topic 'Anna in Tekken 5 DR), u/f+1,3,3+4 whiffs a lot.. with 1 missed and 3 hitting on normal hit, 3+4 whiffed.. that would be so bad news!! : waahhh!

Last edited by Frost Needle on Dec 27th, 2005 at 02:26

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Kyo1982
Old Post #9
Tekken Newbie
Member Since: Dec 2005
From: Australia
Posted: Dec 28th, 2005 04:50 Edit/Delete PostReply With Quote

Why sometimes I can't connect with d+4,1 after doing d/b,d/f+2??

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Kazamarant
Old Post #10
<...>
Member Since: Dec 2004
From: Australia
Posted: Dec 28th, 2005 07:18 Edit/Delete PostReply With Quote

New animation for fc,df2 means you have to be real close in when you hit or d4,1 dont connect.

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amphreded
Old Post #11
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Dec 28th, 2005 07:54 Edit/Delete PostReply With Quote

Sadly we don't have the good old d/f+1,2,3 that launches anymore. Sometimes I don't do juggle after FC,d/f+2 and mixup between d/f+1,2,3 and d+3+4 instead. If FC,d/f+2 long range doesn't guarantee juggle, then at least it still leaves the opponent head towards, feet away right?


A little off topic:

Mr.Bigglesworth, were you the one that complained about CD disabled after SS? I tested this on T5.0 today and it's true you cannot do SS follows immediately by qcf input (which Nina can). However, I found this out:

Do SS, then tapping f_b follows by qcf/CD

Basically, if you want a CD after SS, input this:

SS, b_f, d,D/F

I find it's easier to do the SS,f,qcf version rather than the SS,b,qcf version. However, you can also input SS,hcf whichis basically SS,b,qcf - very easy.
Of course, the f,qcf version will have you move forward a little bit while b,qcf version makes you evade more. Depends on circumstance.
You can also do CD/qcf after d+4,1~SS and alike, but there's a little lag you have to wait before inputting b_f,qcf.

USES

In air juggle, I find that d+4,(1)~SS [opponent techs], f_b,qcf+2 is amazing. It both sidesteps and ducks from the qcf+2 motion. The bad thing is that you have to hold F after f,qcF so qcf+2 tracks correctly. If else, use d+4,1~SS,f,qcf+4 which tracks really good. Another interesting one is do SS cancel into qcf+1+2, though Anna's multi-throw is not very good - however I find that many time I get side/back throw instead. If all throws track 100% in DR, then this might be another mixup after opponent techrolls.
Too bad DR's qcf+2 is not a launcher.

If you launch with CH qcf+1 off axis, you can adjust the axis by doing:
qcf+1 CH, SS,f_b,qcf+1, 1, 1, ff+3~4~3 etc.
A little complicate if you ask me, but it works if you want to align better for combos.



I hope this makes sense

Last edited by amphreded on Dec 28th, 2005 at 08:46

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Yushiro
Old Post #12
Royal Tekkenite
Member Since: Aug 2001
From: USA California
Posted: Dec 28th, 2005 09:28 Edit/Delete PostReply With Quote

Hmm, can you still imput FC after using FC, d/f+2 on DR?

If you can then it's possible to do FC 4,1 instead of d+4,1 and it should pick them up. That's how I was able to get CH d/b+1, FC 4,1, 1, f,f+3,4,3. But since d/b+1 CH no longer knockdowns, that completely eliminates the juggle that I've been doing on both 5.0 and 5.1.

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amphreded
Old Post #13
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Dec 28th, 2005 10:00 Edit/Delete PostReply With Quote

Quote
Originally posted by Yushiro
Hmm, can you still imput FC after using FC, d/f+2 on DR?

If you can then it's possible to do FC 4,1 instead of d+4,1 and it should pick them up. That's how I was able to get CH d/b+1, FC 4,1, 1, f,f+3,4,3. But since d/b+1 CH no longer knockdowns, that completely eliminates the juggle that I've been doing on both 5.0 and 5.1.



New FC,d/f+2 animation seems to make Anna's retreating backward a little more. I think most Anna players know that after FC,d/f+2 hits, we need to hold D/F a little before imputting FC+4,1. Judging from the vids I've seen, it feels like FC,d/f+2 is the same to me. But I shouldn't be saying this when I don't have the game hands on. Beside, patch B is coming up and we might see more changes.

I prefer the old CH d/b+1 too, but d/b+1,4 guarantee on CH ain't bad either.
Yushiro, how do you cooperate d/b+1 (bait for CH and what not) into your Anna game? d/b+1 is probably one of my least used Anna's moves since I don't have good setups for it and I find it's range not sufficient enough.

edit: just realize that if d/b+1 doesn't knock down, then we can use it on opponent's back. We might not have d/f+1,2,3 on the back anymore, but at least we get a substitute.

Last edited by amphreded on Dec 28th, 2005 at 10:10

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Yushiro
Old Post #14
Royal Tekkenite
Member Since: Aug 2001
From: USA California
Posted: Dec 28th, 2005 10:26 Edit/Delete PostReply With Quote

I usually don't use d/b+1 too much mainly because of it's bad range. The only time that I really use d/b+1 is when I connect with d/f+4, successful low kick parry, or at times okemi mixup.

I normally use d/f+1,2 after landing d/f+4 because of the frame advantage but rarely I will attempt d/b+1 to get a CH bait. That only works if he still plans to attack. As for low kick parry, if it's a deep low kick parry then I use u/f+4 but most of the time it isn't a deep low kick in which case I use d/b+1 which hits normally. A lot of times I will mix it up with either FC d/f+2, u/f+4, d/f+1,2, or any throw. For mixups it has worked very well for me but since on DR d/f+2 launches both standing and crouching, Everyone will most likely use d/f+2 after any low parry. Then at times when the opponent okemi, I'll use d/b+1 to see if I do land a CH. d/b+1 on normal hit is usually good enough for me to go into another mixup strategy.

Despite that the range was crappy, it's still a decent move to use just a little bit but not too often. Espiecally in 5.1 in which case d/f+1,2 had worse recovery. As for juggles in DR, it'll be interesting since f,f+3,4,3 isn't as consistant. Well anyways I still hope FC 4,1 still connects after FC d/f+2 on DR. d/b+1,4 connecting on CH does sound good for Anna and I'm wondering if Anna does get +frame advantage after d/b+1 CH on DR?

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amphreded
Old Post #15
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Dec 28th, 2005 10:48 Edit/Delete PostReply With Quote

d/b+1 after low parry... hmm... never thought of that. I'll give it a go before DR comes out (which I'm going to use d/f+2 after lowparry for sure).
d/f+4 I don't know, it's another move I rarely use since many characters can punish it with their WS moves (Steve, Kazuya, Feng, etc.)

d/b+1 CH should give +frames since it no longer knocks down and given that CH d/b+1,4 is guaranteed, d/b+1 CH itself probably enjoys a quality +frames.
Hopefully d/b+1 still has RC option. If d/b+1 CH gets around +5 frames, think about the mixup: d/b+1 CH into...

FC,d/f+2
FC,f+2
d/f,d/f+1
other throws
ff+2
U/F+4
etc.

I also hear that d/b+1,4 block recovery gets reduced, hopefully d/b+1,1 block recovery is also reduced. This might be a great mixup tool given that it's safe enough + higher reward. Now if it only tracks like qcf+4....

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Mr Bigglesworth
Old Post #16
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Dec 28th, 2005 12:08 Edit/Delete PostReply With Quote

Thanks for that sidestep -> crouchdash info, Amphreded. It sounds fairly useful, but this problem seriously needs fixing in DR. If sidesteps have become more useful, I want to be be able to get foward momentum with Anna's crouchdash options. She's the only crouchdashing character in T5 that can't do it after sidestepping (without your method anyway) for the love of Namco

There are so many things I hope they'll fix:

d/b+1 - constantly whiffing (didn't know you could launch on CH in T5, I have to try it )

d+3+4 - not tracking correcctly

d+2 - being useless

d/f+3,3,3,1 - being useless

(1,2_f+2)+1,4 - being useless

CJM 4 - hmmm, a 29 frame low move that's -27 frames on block, completely linear, has no evasive properties and has fairly low reward unless (by a miracle) it lands on CH. It also just so happens to be pretty useless.


What RockFist was saying about - SS+1+2 - being unsafe had better not be true. I figured Nina's - SS+2 - was unsafe because it ducks high attacks and executes at 13 frames. Anna's - SS+1+2 - doesn't duck high attacks (does it?)and it's 19 frames, why should it be punishable too?

Signature: f+2+3 = Fear the might of the BOOTAY!
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w1r3d
Old Post #17
aguantame eso ahi
Member Since: Feb 2002
From: Puerto Rico
PSN: obw1r3d
Posted: Dec 28th, 2005 15:47 Edit/Delete PostReply With Quote

im so very not happy about d/f+2 in DR. i dont care about launching crouchers, i dont care about combo after low parry, i just want a safe launcher!!


damn, i never thought id be whining about something, but goddamn, just when i thought anna would get GOOD (not good i guess, but better) i read all of this and just go sad.

ws+2
d/f+2
qcf+2 gone (new one is unsafe too)


weeee

SignatureGod bless~
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Yushiro
Old Post #18
Royal Tekkenite
Member Since: Aug 2001
From: USA California
Posted: Dec 29th, 2005 00:02 Edit/Delete PostReply With Quote

Hmm, I wonder if d+3,2 is safe for Anna on DR?

Yeah I did hear about the less recovery on d/b+1,4. I'm still wondering if the 4 part is still jab punishable which is most likely on block. Hmm d+2 did have some good mixup options between d/f+1,2, u/f+4, and throws as long as it connected but on block you have little choice but to go defensive.

I wonder what they did with b+1,2,2 on DR? I know that 1,2,2 on the last hit is usually blocked even if the first hit is CH but I was kind of hoping that the 2nd hit would recover a bit faster in which case Anna would have another way of setting up her mixup options.

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Kyo1982
Old Post #19
Tekken Newbie
Member Since: Dec 2005
From: Australia
Posted: Dec 29th, 2005 07:47 Edit/Delete PostReply With Quote

Back in T5.0, after a low parry u can't connect with d/f+2 or u/f+4. You can only do d/f+3,4. That's all i can do after a low parry. Now in DR, after a low parry u can connect with d/f+2 and juggle the opponent! That's quite an improvement for Anna. I'm not sure whether u can connect with u/f+4 after a low parry.

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amphreded
Old Post #20
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Dec 29th, 2005 09:13 Edit/Delete PostReply With Quote

You can get a U/F+4 in T5.0 and T5.1 depending on what moves you low parry.

I doubt d+3,2 is safe. But I think it might not be launch punishable now.
b+1,2,2 needs to be a little better imo. All three hits guaranteed on CH might be a little too good, I'm thinking either better frames on hit/block OR b+1 needs to have a larger step or comes out faster like Nina's b+1.

d/f+3,3,3,1 has been changed? I thought d/f+3~3>3,1 CH bait was decent to throw out once in a while. By the way, the last one should sidestep a little since it hits high. Same with CAT+1, it should has auto-sidestep built in.

I didn't do d+2 too much. It's okay for tech trap setting after BT juggle. And on block, you can always reverse most WS attacks afterward (i.e. blocked d+2 into b+1+3_b+2+4). Other than that, it's a meh kind of move.

CAT+4 also needs tweaking. I don't know what's up with it on DR (can anyone test it?). I just hope it tracks siderollers now.

(1,2_f+2),1,2,4 the last kick should hit ground opponent.

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Catkitty
Old Post #21
King of Iron Fist
Member Since: Dec 2005
Posted: Jan 13th, 2006 10:11 Edit/Delete PostReply With Quote

With the d/f+3,2 duckable on block now, we've lost one of her safest poke...
And her new FC,f+2 is now punishable by while rising jabs...

Now what is/are her safe launcher? Please don't say CH 4...

Tx very much.

SignatureBITCH: Beautiful Intelligent Talented Creative Honest

http://www.all-acronyms.com/cat/9/BITCH
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Formless
Old Post #22
Tekken Newbie
Member Since: Aug 2005
Posted: Jan 14th, 2006 00:06 Edit/Delete PostReply With Quote

d+3,2 is not safe, i was hit with jabs on block, but i still have yet to be launched

amphreded in T5 i'm fairly sure that CJM 4 does track a little, at least enough to catch siderollers, the combo i use for this is: launcher, f+2, d/f+1,2 followed by CJM 4, also if you hit the opponent with f+3,4,b+3 you can time CJM 4 to hit side rollers also, but of course in T5 its best to go with the hunting swan cancel, but overall as a move CJM 4 is way too slow, i also agree that b+1 needs to come out faster or have a larger sidestep or both!

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Mr Bigglesworth
Old Post #23
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Jan 19th, 2006 11:15 Edit/Delete PostReply With Quote

Thanks to Zero for posting that match video in the customisation thread. It's less than spectacular but there's some interesting stuff.

My suspicions are confirmed that - qcf+1 - seems to have had a damage boost; it's probably gone back up to 22 points like Tag.

The interesting bit: Did anyone notice - d/f+1+2 - s CH stun property against Bruce? There doesn't seem to be sparks anymore, but Bruce looked completely wide open. In the video he only eats a jab, but from the looks of things - qcf+2 - might work (which explains why it's been altered) or may be even (fingers crossed) dash - d/f+2 - .

Can anyone confirm?

Signature: f+2+3 = Fear the might of the BOOTAY!
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amphreded
Old Post #24
minimalist
Member Since: Dec 2004
From: USA Michigan
Posted: Jan 19th, 2006 15:36 Edit/Delete PostReply With Quote

Oh yeah qcf+1 looks like the damage has been toned up a bit like you said.

I like her new SS+2 animation. It's harder to predict since the beginning of the animation looks like SS+1+2.

d/f+1+2 looks like the opponent has longer recovery. But I still think nothing is guaranteed afterwards, it's just that the Bruce player tries to move afterward?

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Mr Bigglesworth
Old Post #25
Tekken Master
Member Since: Jun 2004
From: United Kingdom
Posted: Jan 19th, 2006 22:49 Edit/Delete PostReply With Quote

I don't want to be overly optimistic about - d/f+1+2 - , but from what I can tell the CH stun is exactly the same as the one from King's - f,f,N+1+2 - which is +19. I'm hoping Anna will be in range to get a free - d/f+2 - or - f,f+3 - . But if not, at least - f+4 - .

Signature: f+2+3 = Fear the might of the BOOTAY!
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