Assassination Training With Anna Williams (2018)

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AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#1 “Quote” Edit Post
Welcome to the assassination training session with Anna Williams! Here is where we train extra hard recycling and revamping old moves and new moves to KILL ANNA ONCE AND FOR ALL... well, almost kill her to the point she begs you to kill her and then REFUSE TO KILL HER!!! *Anna laughs*. I've always been a fan of the fighting style used by the Williams and I've always wanted to be a game graphic designer since I was young lol. This is all a for fan fun tribute and this is how I would put my Anna together. *Quoting Rage Art* "Time for some fun!"


https://www.youtube.com/watch?v=PCY8WJ2_RNg

https://www.youtube.com/watch?v=XkxRagaLGh4

https://www.youtube.com/watch?v=x-eUTu3PFSM

https://www.youtube.com/watch?v=bANcP1hyvnA

https://www.youtube.com/watch?v=KkXCe4yrpn4

(None of these videos are mine)

Assassination Training with Nina link at the very bottom!

Last edited by AnnaWilliamWins on Nov 15th, 2019 at 06:22

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#2 “Quote” Edit Post
STANDING SPECIAL ATTACKS AND STANDING SPECIAL STRINGS


f+2,3 - Natural hit on the second hit is changed to knockdown to the left like Nina's f+3 (Siren's Kiss). Counter hit on the second hit is changed to screw launch.

f+3 - The startup frame is buffed from 17f to 16f. The damage has been buffed from 14 points to 16 points.

f+3,2 - The second hit has been changed from mid to high. The second hit now completely tracks to the right which is realistic for it's animation. The second hit has been made to now knock opponent down at closer range. The block frame is buffed from -11 to -6.

f+3,3 - This is the kick from Anna's regular df+1,2,3 (Uppercut Jab to Radiant Arch) string removed from there and placed here following after her f+3 knee as a string. Anna upon landing completely straightens the bent half of her left leg out and upwards doing the same exact kick from her df+1,2,3 string with it's same exact knockdown. It's pretty much like Lili's uf+3+4,3 (Angel Knee to Front Kick) string for a better picture but Anna's kick is mid hitting. The second hit impact speed is the same as her f+3,2 (Serval Swat) string for an equal 50/50 mix up. The animation of her arms of the second hit is the same as before. The block frame is buffed from -12 to -11. Anna's df+1,2,3 string has received some changes below.

f+4 - The damage has been balanced to be in the center of the old clean hit damage in previous Tekken games (42 points) and the unclean damage (28 points) which is 35 points. The hit box has been lowered with animation adjusted to match. The range has been increased from two back dashes to three back dashes with animation adjusted to match by having Anna's left leg during startup take a big step ahead like the startup animation of b+4 (Rusty Hook) instead of her left leg stepping back during startup. The block frame of this move has been buffed from -14 to -13. This move never at all deserved to be -14, even with the old clean hit and/or with the current wall bounce and/or range increase.

f+1+2 - The name of this is changed from "Blonde Bomb" to "Brunette Bomb" as Anna is a brunette and not a blonde. This is now a power crush. The startup frame has been buffed from 18f to 17f. The damage has been buffed from 21 points to 24 points. The block frame has been buffed from -18 to -14 with no pushback. These changes also apply to Anna's WS+1+2 (Brunette Bomb). This makes Anna f+1+2/WS+1+2 just like Nina's f+1+2/WS+1+2 (Blonde Bomb) power crush. Anna's new Tekken 7 db+1+2 (Weeping Slap) power crush has been removed from there and given to CJM as CJM+b+1+2 below since CJM lacks a power crush. Anna's regular FC+f+2 (Right Hand Stab) before it's command change to FC+df+2 no longer power crushes as well.

f+2+3 - The startup frame is buffed from 14f to 13f like the CJM+2+3 version. This is for punishment improvement which Anna is poor at.

df+2 - The damage has been buffed from 13 points to 14 points.

df+4 - The damage has been nerfed from 17 points to 16 points. The hit frame has been nerfed from +5 to +4. The block frame has been buffed from -15 to -14. Anna deserves at least one solid low poke that isn't launch punishable. A consistent gasp is added to startup for effect.

df+4,B - The new ability to transition to CJM after this low. The hit frame transitioning to CJM is +4.

df+1+2 - The startup frame is buffed from 16f to 15f.

df+3+4 - The double knee from Anna's uf+1,3,3+4 (Hail Storm) string done alone while in regular stance with some property changes. The startup frame is 20f. The range of impact of the first knee is two back dashes. The first hit no longer launches but only the second hit. The second hit of the double knee is changed to knock airborne opponent less far away so that counter hit on the second hit when the entire string is done will no longer ruin the entire juggle opportunity. The animation of the second knee is fixed by having it done exactly the same as the first knee. The block frame is still -4. CJM has also received this as CJM+3+4.

d+2,4 - This is the new command for Anna's regular db+2,4 (Low Jab Rising Kick) string before change below. The regular d+2 (Ice Sickle) is no longer an attack of it's own but will be moved following after her b+1 as b+1,2 for a new string.

d+1+2 - The command for this unblockable has been changed to db+1+2 below.

db+1 - Tracking to the left has been increased. Tracking to the right has been decreased. The tracking of this move is made to be exactly the same as QCF+4 (Piston Kick).

db+1,1 - This amazing and greatly loved move is returned! The damage has been buffed from 12 points to 14 points. The natural hit frame has been changed from +4 with forced FC to +2 without forced FC but causes the opponent to stumble the same as SS+2 (Chaos Tail). The block frame has been buffed from -15 to -14.

db+1,2 - This is the launching uppercut from Anna's d+3,2 (Left Spin Low Kick to Right Uppercut) string following after Anna's regular db+1 (Scarlet Rain) as a string. This will be the new version and replacement of Anna's db+1,4 (Scarlet Spout) string. The second hit impact speed of this is the same speed as her old db+1,4 before it got made faster in Tekken 7. This is a counter hit combo like how db+1,4 did before Tekken 7. The block frame is -13. I also want the animation and art of the "Scarlet" series to be entirely hand based. This will taking the name of the regular db+1,4 string as "Scarlet Spout". The kick from her db+1,4 string is now being used for the new CJM+db/d+3,4 that I'm giving her for a leg based equivalent of this.

d+4,1 - The impact of the second hit has been made 5 frames faster. This includes FC+db/d/df+4,1 (Low Kick Spin Punch). This same change applies to Nina's version.

db+1,4 - This string has been removed.

db+2 - Anna's regular WS+2 (Rising Palm) launcher before change below moved here as a regular stance move and no longer a WS move. The startup frame is nerfed from 18f to 22f. The high crush frame is 6f. The range has been increased to three back dashes. The block frame has been nerfed from -13 to -14. This makes a good ranged 22f launching whiff punisher. CJM has also received this as CJM+db+2. Anna's WS+2 has been changed to be the same as her df+2 (Step-In Uppercut) launcher and FC+f+1 has been changed to have properties like her regular WS+2 launcher in exchange.

db+3 - The completely unrealistic "high crush" property is nerfed and the high crush frame is nerfed from 6f to 22f. The block frame is nerfed from -17 to -20. Since Claudio shares the same move his version of db+3 (Acedia), the unrealistic "high crush property is nerfed and the high crush frame is nerfed from 6f to 19f.

db+3,D - Not originally my idea but a very good one. The new "D" following after the end of the attack command is the new ability ability to cancel the low sweep recovering in FC. The same as Katarina's df+3,3,D (Wagtail) low sweep cancel recovering in FC. This is in exchange for nerfing the high crush property and the block frame of db+3 (Mudslide) along with moving the regular db+4 to CJM+db/d+4. Since Claudio shares the same move, a new db+3,D is given in exchange to cancel the low sweep recovering in FC.

db+3,DF - Not originally my idea but another very good one from the same person. The new "DF" following after the end of the attack command is the new ability ability to crouch dash cancel the low sweep. This is in exchange for nerfing the high crush property and the block frame of db+3 (Mudslide) along with moving the regular db+4 to CJM+db/d+4. Since Claudio shares the same move maybe he could get the same as Anna receiving the new ability to crouch dash and new crouch dash moves. I like the character.

db+4 - This move is changed to become a new high crushing homing high that wall splat spins on natural hit and screw launches on counter hit and screws airborne opponent. The startup frame is 20f. The high crush frame is 6f. The range is the same as Anna's b+4 (Rusty Hook). The damage is 20 points. The animation of this move is almost exactly like the second hit of Nina's regular b+3,4 (Stinger Heel Kick Combo) before I removed it in her list but Anna bends her upper body more to high crush. Also the animation of her arms, body posture and right leg recovery into stance is done just like the last hit of her regular df+1,2,4 (Uppercut Jab to Cutting Crescent) string before I changed it below for a more Anna-like difference. The natural hit frame is +12kg. The block frame is -9 with pushback like Nina's b+3,4 on block. The regular db+4,3 (Severe Quake) string and db+4,4 (Sepia Drop) string will be removed from here and given to CJM as CJM+db/d+4,3 and CJM+db/d+4,4 with some changes there.

db+1+2 - This is the new command for Anna's d+1+2 (Bloody Scissors) unblockable attack. The damage of this unblockable attack is nerfed from 50 points to 45 points which is what the damage of her other unblockable attack db+1+2 (Hunting Swan) would be in Tekken 7 if it didn't get removed and replaced in Tekken 7. The hit property of this unblockable attack is buffed from not launching to now launching again like how it used to before Tekken 6. This is in exchange of her other unblockable attack db+1+2 which launched on hit getting removed in Tekken 7. The regular db+1+2 (Weaping Slap) power crush has been removed from here and given to CJM as CJM+b+1+2.

db+1+2,d,D - The ability to cancel this unblockable attack recovering in FC.

db+1+2,u,U - The ability to cancel this unblockable attack recovering in regular stance.

db+3+4 - The startup frame has been nerfed from 24f to 25f. The clean hit properties has been removed. The damage has been balanced to be in the center of it's old clean hit damage (27 points) before removal and unclean hit damage (18 points) which is 23 points. This move is now made homing with animation adjusted to match. The first hit is done alone on natural hit and counter hit is changed to knockdown the same as Nina's d,DF+4/FC+df+4 (Wipe The Floor) not giving a juggle but a free following ground hitting spike. The block frame is -26. This is in exchange for nerfing the high crush property and the block frame of db+3 (Mudslide) along with moving the regular db+4 to CJM+db/d+4.

db+3+4,3 - Clean hit is no longer required for this string to be a natural combo. The entire string done on natural hit and counter hit is changed to knockdown the same as Nina's f,DF+4/FC+df+4 (Wipe The Floor) on counter hit so that the second hit will actually hit them airborne. The second hit damage is buffed from 23 points (16 points airborne) to 27 points (18 points airborne). The total damage of this string has been nerfed from 43 points to 41 points. The second hit is only needed for wall breaking but not for damage reward. This is also buffed to now screw launch on counter hit which is fair for this hopping high.

b+1 - The automatic side step property has been greatly improved. The block frame has been nerfed from -11 to -12.

b+1,2 - The second hit has been changed to Anna's regular d+2 (Ice Sickle) before I replaced it above following after the first hit as a string. The second hit does not comes out with the same spin as the first hit but comes out with a second spin after the first hit for animation. This is a natural combo and has the same second hit impact speed as her old regular b+1,2,2 (Cross Cut Saw). The damage has been nerfed from 17 points to 16 points. Natural hit and counter hit on the second hit is +5 with forced FC. Counter hit on the second hit no longer knocks the opponent down face down head towards giving guaranteed. The block frame has been nerfed from -1 with forced FC to -11 and no longer forces FC. The last two hits of her regular b+1,2,2 string is now being used for a new CJM grab.

b+1,4 - The last hit of her regular df+1,2,4 (Uppercut Jab to Cutting Crescent) before I changed it below following after the first hit as a string. The second hit does not comes out with the same spin as the first hit but comes out with a second spin after the first hit for animation. This is a natural combo and has the same second hit impact speed as her new b+1,2 above. This now tracks greatly to the right which is realistic for it's animation. The now also screw launches on counter hit. The block frame is nerfed from -5 to -7. The animation and hit box of the second hit is made to be a bit higher. Increased tracking to the right and counter hit stun launch now also applies to the second hit of Lili's 2,4 since it's the same exact type of kick

b+2 - The damage has been buffed from 10 points to 12 points. The slap back from other females has been greatly delayed for the fun of still having the legacy laugh but not the ability to interrupt the second hit of her string nor punish the slap on hit. The startup animation is changed by having the right arm higher up above her head as she crouches during startup and her arm extends all the way out from the very left as she strikes and her hand stays consistently at face height the whole way to the right and no longer way high up above her head making a perfectly horizontal line. This is for a more better and believable homing animation like the old animation.

b+2,2 - The second hit is adjusted to knock opponent down at a closer range, especially off axis to the right. The block frame has been nerfed from -2 to -7. This no longer gives Anna a follow up mini juggle but gives a guaranteed like how it used to.

b+2,3,B - Anna's WS+3,B (Face Wash to Chaos Judgement) kick following after b+2 as a string. The damage of the WS+3,B kick here is the weaker damage version that 2,3,B (Straight Face Wash to Chaos Judgement) does which I buffed the damage from 14 points to 16 points below. The second hit has the same impact speed as b+2,2 (Double Slap) for an equal 50/50 mix up. The block frame recovering in CJM is -3. The block frame recovering in regular stance is -11.

b+3,B - This move is practically the same as the first hit of Nina's b+3,4 (Stinger Heel Kick Combo) but with Anna doing a complete rotation right/clockwise during startup which is opposite of the way she rotates doing ss+3 (Heel Mash). This is both so it's not a complete copy of Nina's move in animation and for a more cool look. The animation is similar to Jun's SS+4 (Kagura) but with the left leg instead still rotating the same way as she does. The startup is 19f. The damage is 18 points. The hit frame is +9 with forced FC when recovering in CJM and +4 when recovering in regular stance. The block frame is +3 with forced FC when recovering in CJM and -2 with forced FC when recovering in regular stance. Counter hit launches the opponent. The new command for the old b+3 (Chaos Judgement) instant CJM transition is b+3+4.

b+4 - The damage of this attack has been buffed from 17 points to 20 points with spark on hit. Natural hit and counter hit has been changed to wall splat spin the opponent. The hit frame is +12kg. Counter hit no longer has knockdown.

b+3+4 - This is the new command for the old b+3 (Chaos Judgement) instant CJM transition.

ub/u+4 - This is changed to a new and useful hop kick. The animation of this hop kick is basically the same as the second hit of Feng's f+3,4 (Climbing Dragon). I got this idea from Jenny the Bat from the Bloody Roar series. In the posted video below, Jenny does is right at 1:52 and 2:28. The animation is made to be just like Jenny's which is more feminine and flashy fitting Anna perfectly. The startup frame is 15f. The low crush frame is 9f. The damage is 16 points. Both ub+4 and u+4 are the same with movement towards the opponent and the range is one and a half back dashes. The block frame is -13. Anna needs and deserves a regular stance hop kick and this is it.

https://youtu.be/5Do2QVipGo8

UB/U/UF+4 - This somersault is removed from here and now will be an FC only move with improved properties. A new orbital will be the replacement of UF+4 below.

u,ub,B+3+4 - The new ability to transition to CJM from the backflip like how Lee can transition to his "Hitman" stance from his backflip. The new command to go into CJM stance is b+3+4 above and FC+b+3+4 below.

uf+1,3 - The damage of the second hit has been buffed from 17 points to 18 points. The block frame of the second hit is buffed from -16 to -14 like Nina's f,f+3 (Bad Habit). The also makes the last two hits of Anna's uf+1,3,3+4 (Hail Storm) string now only able to be interrupted by up to 10f attacks without clashing. The second hit being -16 was never deserved.

uf+1,3,B - The new ability to fake the second hit cancelling the second hit transitioning to CJM. I'm still shocked that she doesn't already have this.

uf+1,3,3+4 - The first hit no longer launches but only the second hit. The second hit of the double knee is changed to knock airborne opponent less far away so that counter hit on the second hit when the entire string is done will no longer ruin the entire juggle opportunity. The animation of the second knee is fixed by having it done exactly the same as the first knee.

uf+2,3 - The same as Anna's new WR+2,3 (Double Meteor) with it's below adjusted properties. The startup is 15f like the while running version. The range is the same as the while running version. The block frame is -13.

uf+3 - This is changed to be the same as ub/u+3 but jumping forward towards the opponent like how Nina has it for better range and as it has a much better block frame being only -10 compared to ub/u+3 which is -15. The regular uf+3 (Sudden Storm) is now CJM+uf+3 and WR+3.

uf+4 - The block frame has been buffed from -11 to -9 like Nina's version. The jump animation has been changed to be like Nina's version lifting her right leg up in mid air. The arm animation has been changed to be like Nina's version but with her hands opened instead of closed.

uf+4,1 - The second hit is the last hit of her d+3,4,1 (Left Spin Low Kick to B Slap Combo) string. This is a natural hit combo and the properties of the last hit are the same here. The block frame is +2 with forced FC. This does not jail on block. I find natural combo is fair for an 18f average range hopping high. The animation of the last hit also has been changed making Anna raise and place her right hand behind her head and lift her left leg up as she drop her left arm down for both a more energetic and erotic Anna-like animation. Can you say STRIKE a POSE? The animation change of the last hit applies to every other variation of the move. Nina's uf+4,3 has received a similar change in her move set idea list.

uf+4,3,4 - This string is no longer a move. 4,3 (Right High Low Spinning Kick) has received string extensions in exchange.

UF+4 - This has been changed to a new long range spinning orbital that shares the same startup jumping animation and leg movement as uf+4 unlike the old UF+4 (Quick Somersault) so that the low crush frame could be the same. The animation is cancelling the impact of uf+4 completely spinning to an orbital kick that is like Hwoarang's Right Stance f,f+3 (Hunting Heel) but with the opposite leg. The startup frame is 27f. The range is three and a half back dashes. The damage is 27 points. Natural hit and counter hit knocks opponent down face down head towards like SS+3 (Heel Mash) on counter hit giving guaranteed followup. The block frame is +4 with forced FC. This is a very handy new approach tool.

uf+3+4 - This now slam the opponent flat on the ground face down head toward giving Anna a guaranteed following ground hitting spike if both hits connect or counter hit on the second hit. The last hit alone on natural hit is still +5 with forced FC. This is in exchange for moving and replacing the regular uf+3 (Sudden Storm) to CJM+uf+3 and WR+3.

Last edited by AnnaWilliamWins on Nov 10th, 2020 at 12:00

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#3 “Quote” Edit Post
f,f+3,4,3 - The damage of the first hit has been buffed from 14 points to 16 points. The damage of the second hit has been buffed from 12 points to 14 points. The damage of the third hit has been buffed from 9 points to 12 points.

f,f+4 - The startup jump and impact land animation has changed to be just like Paul's f,f+4 (Neutron Bomb). The only difference is Anna has her left leg bent and ahead of her right leg out straight and behind during startup like Nina's f,f+4 (Kneel Kick) then she switches her left leg bent and behind of her right leg out straight and ahead near impact like Paul's f,f+4 for good landing and recovery like his. The recovery is in regular stance. The block frame is neutral. I personally find both the startup and recovery animation of the regular animation looks sluggish and clunky. Let Claudio keep that.

f,f+4,B - This transition to CJM has been removed.

f,f+1+2 - The startup frame has been buffed from 18f to 17f as the startup of f+1+2 (Brunette Bomb) has been buffed from 18f to 17f above. The damage has been buffed from 25 points to 26 points. This has also become her new and official WR+1+2 move below.

f,f+3+4 - The same as CJM+f,f (Forward Roll) while in regular stance.

f,f+3+4,3 - The same as CJM+f,f+3 (Rolling Stone) while in regular stance.

f,f+3+4,4 - The same as CJM+f,f+4 (Seismic Blast) while in regular stance.


BASIC JAB STRINGS, BASIC KICK STRINGS, DF+1 STRINGS AND DF+3 STRINGS


1,2,1,4 - The block frame has been nerfed from +7 to -7. This includes 2,1,4 and df+3,2,1,4. The version of this launcher coming out of the roll is still +7 as the roll gives it much heavier impact.

1,2,1,1+2 - Anna's f+1+2 (Brunette Bomb) following after her left jab ending jab string for a new mid extension. This also includes 2,1,1+2 and df+3,2,1,1+2. The damage of this version is 22 points instead 24 points as buffed above as an attack alone without a string. The block frame of f+1+2 has been buffed above from -18 to -14 with no pushback.

1,2,3,B - Anna's f+3,B (Serval Knee to CJM) following after her right jab ending jab string for a new mid extension. The damage of f+3,B here is buffed from 14 points to 16 points as changed above. The block frame of this knee as part of this string recovering in regular stance is -11 and the block frame recovering in CJM is -3 since it doesn't have it's extensions available here. This balance is like d+3 (-17) vs 2,d+3 (-14). The regular low extension will now be 1,2,d+3.

1,2,4 - The last hit is changed to screw launch on counter hit. This includes 2,4 and df+3,2,4. This change also applies to Nina's versions.

1,2,DF - The new ability to crouch dash cancel the jabs. Nina has also received this in her idea list.

1,2,D/U - The new ability to side step cancel like Nina's 1,2,D/U side step cancel.

1,4 - The block frame of the low in this string is nerfed from -13 to -14. This includes all of variations of this string 1,2,1,d+4 along with 2,1,d+4 and df+3,2,1,d+4.

2 - The range has been increased by having Anna take a much bigger step ahead.

2,3,B - The damage of the second hit has been buffed from 14 points to 16 points.

3,3,3 - The second and third hit has been changed to be Anna's CJM+db/d+3,3 (Dendrobates Azureus) string with it's changed properties below in the CJM moves section. All three hits are a natural combo. The last hit has been buffed to launch on counter hit below. The regular 3,3,4,2 (Spike Combo to B Slap) string has been removed and this new string is it's replacement. Nina has also received this string and it's same properties in her idea list.

3,3,4 - This last hit kick from Anna's regular db+1,4 (Scarlet Spout) before I removed it below placed here following after the second as a string. This has slower third hit impact speed than the third hit of her new 3,3,3 and requires counter hit on the second hit to combo. The damage of the last hit kick has been nerfed from 17 points to 15 point. The last hit kick has back it's old natural hit launching property with it's old type of launch. This no longer hits grounded. The block frame of this kick has been buffed from -15 to -14. The regular 3,3,2 (Spike Combo to Right Uppercut) has been removed and this is the new replacement. Nina has received her own version of this in her idea list. CJM has also received the last two hits of this as CJM+db/d+3,4 in the CJM section.

3,3,D - The ability to recover in FC after the second hit. The hit frame is neutral. The block frame is -11. Nina has also received this in her idea list. CJM has also received the last hit and FC recovery as CJM+db/d+3,D in the CJM section.

3,4 - The second hit has been buffed to screw launch on counter hit. This used to stun launch on counter hit in previous games. This change applies to Nina's version as well.

4,3,2 - The last hit of d+3,2 (Left Spin Low Kick to Right Uppercut) added to the string like how Nina has it. This is in exchange for the regular 3,3,2 (Spike Combo to Right Uppercut) being removed.

4,3,4,1 - The last two hits of d+3,4,1 (Left Spin Low to B Slap Combo) added to the string making it like Nina's 4,3,4,3 (Blonde to Easy Prey) string. This is in exchange for the regular 3,3,4,1 (Spike Combo to B Slap) and uf+4,3,4 (Can Opener) being removed.

df+1,2 - The animation of the second hit has been changed to be same as the second hit of her 1,2 string. Everything following the second hit is the same as every extension following the second hit of 1,2 above on this list.

df+1,2,DF - The new ability to crouch dash after df+1,2 like Nina.

df+1,2,D/U - The new ability to side step after df+1,2 like Nina.

df+3,1 - This is now a combo on counter hit. This is fair as the second hit is very risky slow impact high and since this string used to be a natural hit combo in previous Tekken games. The damage of the first hit is buffed from 13 points to 14 points. The hit frame is nerfed from +7 to +5. The block frame is nerfed from -3 to -5. The animation of the second hit has been adjusted to have her left arm aim higher at the neck instead of the lower chest. This includes her d+4,1 (Low Kick Spin Punch) string and the new CJM+f+1 I gave her below. Nina's df+3,1 has been nerfed from natural hit combo to counter hit combo in her list for equivalence.

df+3,1,2 - The hit frame is nerfed from +9 to +5. The block frame is nerfed from -2 to -5.

df+3,1,2,3,B - Anna's f+3,B (Serval Knee to CJM) following after df+3,1,2 as a string. The block frame of this knee as part of this string recovering in regular stance is -11 and the block frame recovering in CJM is -3 since it doesn't have it's extensions available here. This balance is like d+3 (-17) vs 2,d+3 (-14).

df+3,1,2,DF - The ability to crouch dash after the df+3,1,2 (Leg Slicer Combo) string. Nina will be receiving this as well in her idea list.

df+3,1,4,1 - An elbow exactly like her QCF+2 (Crimson Arrow) but with her left arm instead following after the third hit. The properties of this elbow are of the old properties of QCF+2 before it's change in TTT2. This has knockdown on natural hit and crumple launches on counter hit. The damage is 21 points and the block frame is -12.

df+3,1,4,2,3 - This is the only extension following the fourth hit or the "2" that I'm keeping. The rest have been removed. Even df+3,1,4,2,D/U for side step has been removed. The second last hit or the "2" also can not be delayed anymore following the third hit or the "4". The last two hits of this string now jail. The last hit has been buffed to both counter hit stun launch and screw in juggles like the second hit of Nina's d+2,3 (Cut Throat) string. The block frame has been nerfed from neutral to -5.

df+3,1,4,2,1+2 - This has been removed.

df+3,1,4,2,uf+3 - This has been removed.

df+3,1,4,2,D/U - This has been removed.

df+3,1,4,4 - The last hit of her regular df+3,1,4,2,4 (Twisting Rush) string before it got removed in Tekken 7 following after df+3,1,4 for a low mix up and it's still a natural hit launching low. Picture Feng's f+4,4 (Tornado Sweep) after Anna's df+3,1. This will not combo following the second last hit on counter hit. This causes Anna to stagger on block and the block frame is -36.

df+3,1,D/U - The side step cancel speed is slowed down and made to be the same as the side step cancel speed of Nina's df+3,1,D/U. This is in exchange for buffing df+3,1 from not at all being a combo to being a counter hit combo above. This also is much more realistic in animation.

df+3,1,B - The natural hit and counter hit frame is buffed from -3 to -1.

df+3,2,3,B - The third has been changed to Anna's f+3,B (Serval Knee to CJM). This has the same last hit impact speed as her df+3,2,4 (Creeping Snake to Roundhouse) and df+3,2,d+3 (Creeping Snake to Left Low Kick) mix up strings. The block frame of this knee as part of this string recovering in regular stance is -11 and the block frame recovering in CJM is -3 since it doesn't have it's extensions available here. This balance is like d+3 (-17) vs 2,d+3 (-14).

df+3,3,3,1 - The hit frame of the last hit has been nerfed from +15 to +13.

df+3,3,3,4 - The last hit has been buffed to counter hit screw launch. This change also applies to Nina's version in her idea list.

df+3,4 - The second hit has been buffed to counter hit screw launch. This change also applies to Nina's version in her idea list.

Last edited by AnnaWilliamWins on Jul 18th, 2020 at 19:20

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#4 “Quote” Edit Post
CHAOS JUDGEMENT MOVES


CJM+1 - The hit frame has been nerfed from +15 to +13.

CJM+2 - This is changed to be the second hit of Anna's df+1,2 string. It is just the right hand jab with all of it's following extensions and cancels available the way I made them to be in this idea list above. The startup frame is 10f. CJM+2,DF will still crouch dash the same and CJM+2,D/U will still side step the same to give a couple of examples. The regular CJM+2,1 (Double Rapier) string is now CJM+f+2,1.

CJM+3 - The block frame has been buffed from -12 to -11. This is fair for her first default CJM mid since the stance existed and since it doesn't have knockdown on natural.

CJM+3,DF - The new ability to crouch dash following this attack. A great tool for extended pressure after natural hit. This will also high crush all 10f or slower high attacks used as attempted punish after being blocked.

CJM+4 - This has been changed to the launching high kick from Anna's 1,2,1,4 (Left Right Left to Frost Needle) string without a string nor a roll behind it. High crushing, high hitting and high launching. The startup frame is 16f. The high crush frame is 6f. The block frame of this version is -7 without block stun. The version coming out of the roll is still +7 with block stun due to heavier impact. The regular CJM+4 (Infernal Avalanche) has been moved to QCF+3 done with the left leg and different properties. A new CJM+db/d+4 below is the replacement heavy low launch of the regular CJM+4.

CJM+1+2 - This has been changed to be Anna's df+1+2 (Guard Breaker) in CJM like it was in Tekken 6. The just frame version has been removed. The startup has been buffed from 16f to 15f above. The new command for the regular CJM+1+2 (Caracal) is CJM+f+1+2.

CJM+3+4 - The double knee from Anna's uf+1,3,3+4 (Hail Storm) string done alone while in CJM with the same above property changes. The startup frame is 20f. The range of impact of the first knee is two back dashes. The first hit no longer launches but only the second hit. The second hit of the double knee is changed to knock airborne opponent less far away so that counter hit on the second hit when the entire string is done will no longer ruin the entire juggle opportunity. The animation of the second knee is fixed by having it done exactly the same as the first knee. The block frame is still -4. Regular stance has also received this as df+3+4.

CJM+f+1 - This is the second hit of Anna's df+3,1 string. It is the spinning high left hand strike with all of it's following extensions and cancels available the way I made them to be in this idea list. The startup frame is 22f. The range is three back dashes. CJM+f+1,B will still cancel in CJM and CJM+f+1,U/D will still side step cancel to give some small examples.

CJM+f+2,1 - This is the new command for Anna's regular CJM+2,1 (Double Rapier) string.

CJM+f+3,2 - This is Anna's regular QCF+3,2 (Paralyzing Needle) before I replaced it moved here. The startup frame is 16f. The damage of the second hit has been nerfed from 25 points to 16 points. Natural hit on the second hit has been changed to no longer give knockdown but to instead wall splat spin. Counter hit on the second hit has been changed to no longer counter hit launch but to wall splat spin. The hit frame is +12kg. The recovery animation is faster and the block frame is buffed from -3 to +1.

CJM+f+3,2,3 - This is a new extension following after Anna's CJM+f+3,2 (Paralyzing Needle). The new extension is the last hit of Anna's db+3+4,3 (Stalker Repellent) string which is the jumping high kick. The damage has been buffed from 23 points to 27 points above. The last hit has also been buffed to screw launch on counter hit above. The last hit is natural combo following the second hit. The damage of this entire string is 14 + 16 + 27 making a total of 57 points! The last hit jails following the second hit on block but the second hit still doesn't jail after the first hit on block which can easily be ducked and launch punished. 50/50 risk/reward. This extension gives this move an actual purpose and value equal to QCF+2,1 (Artemis Arrow) now.

CJM+f+3,3 - This is the new command for the regular QCF+3,3 before I replaced it moved here. The damage of the last hit is nerfed from 8 points to 6 points. The hit frame is nerfed from neutral to -3. The block frame of the last hit is nerfed from -11 to -14.

CJM+f+3,3,3 - This is the third kick extension of Anna's df+3,3,3 string with it's same properties added after the second hit. The damage of the third hit is 8 points. The hit frame is neutral. The block frame is -11.

CJM+f+3,3,3,1 - This is Anna's regular QCF+3,3,1 (Omission Storm) before I replaced it moved here with an additional "3" hit to make it the same as doing Anna's df+3,3,3,1 (Approaching Storm) string. The damage of the last hit is 14 points. The hit frame of the last hit is nerfed from +15 to +13 above. The block frame is -9.

CJM+f+3,3,3,4 - This is Anna's regular QCF+3,3,4 (Omission Kick Combo) before I replaced it moved here l with an additional "3" hit to make it the same as doing Anna's df+3,3,3,4 (Flash Kicks) string. The second hit has been buffed to counter hit screw launch like how her df+3,4 (Mid Head Ringer) string and her df+3,3,3,4 (Flash Kicks) string have been changed above.

CJM+f+4 - This is Anna's f+4 (Imploding Star) now also able to done while in CJM with it's same above property changes.

CJM+f+1+2 - This is the new command for Anna's regular CJM+1+2 (Caracal). This has been buffed to slam knockdown the opponent face down head towards on counter hit like SS+3 (Heel Mash) on counter hit giving a guaranteed spike.

CJM+db+2 - This is Anna's WS+2 (Rising Palm) moved here and no longer a WS move. The startup frame is now nerfed from 18f to 22f. The high crush frame is 6f. The range has been increased to three back dashes. The block frame has been nerfed from -13 to -14. Regular stance has also received this as db+2.

CJM+db/d+3,D - This is the new ability to recover in FC after the low kick.

CJM+db/d+3,3 - The second hit has been buffed to launch on counter hit. CJM+db/d+3,3 is made to be the leg based equivalent to Anna's db+1,1 (Scarlet River) string with it's second hit impact speed, natural hit combo, total damage and new second hit counter hit launch. Scarlet series vs Dendrobates series.

CJM+db/d+3,4 - The second hit is the kick from Anna's regular db+1,4 (Scarlet Spout) string before I replaced with her new db+1,2 (Scarlet Spout) as string. The second kick of this has a slower impact speed than the second kick of Anna's CJM+db/d+3,3 (Dendrobates Azureus) string and requires counter hit to be a combo. The second hit is now back to being a natural hit launcher and launches the same way it did in TTT2. The damage has been nerfed from 17 points to 15 points and this kick no longer hits grounded. The block frame for this has been buffed from -15 to -14. This is the new leg based equivalent to Anna's new db+1,2 string with it's second hit impact speed, counter hit combo, total damage and second hit natural launch. Since CJM+db/d+3,3 is named "Dendrobates Azureus", this new CJM+db/d+3,4 should be named "Dendrobates Auratus".

CJM+db/d+4 - This is Anna's regular standing db+4 before I replaced it moved here. The startup frame has been nerfed from 25f to 27f. The damage has been nerfed from 18 points to 14 points. The high crush frame is 6f. The hit frame with either natural hit or counter hit has been buffed from -7 to -5 with increased recovery frames on the opponent and this now causes the opponent stumble on hit for effect. The block frame has been buffed from -18 to -16 with increased block frames on the opponent and this makes the below following extensions CJM+db/d+4,3 (Severe Quake) and CJM+db/d/4,4 (Sepia Drop) no longer able to be interrupted with a low jab after blocking this first hit and no longer able to be delayed.

CJM+db/d+4,3 - This is Anna's regular db+4,3 (Severe Quake) string before I replaced it moved here. It is now buffed from being a counter hit combo to a natural hit combo. The second hit is no longer able to be delayed. The second hit is buffed to launch on natural hit like how it used to in Tekken 5. The damage of the second hit has been buffed from 14 points to 16 points. This total damage of this string is 14 + 16 making a total of 30 points. This is the replacement and exchange for Anna's regular CJM+4 (Infernal Avalanche) heavy low launcher being removed. The block frame has been nerfed from -16 to -20. This is out of CJM so none of these changes would be too strong.

CJM+db/d+4,4 - This is Anna's regular standing db+4,4 (Sepia Drop) before I replaced it moved here. It is now buffed from being a counter hit combo to a natural hit combo. The second hit is no longer able to be delayed. The second hit is buffed to low crush with it's jump. The damage is buffed from 15 points to 25 points with spark on impact. How does Anna throwing and dropping her whole entire body weight on you with her leg landing on your shoulder, slamming your entire body and face into the ground/floor by the neck recovering resting on your neck do less damage than some slow kick to the ankle? Lol! The total damage of this string is 14 + 25 making a total of 39 points. The block frame is still -20. This is out of CJM so none of these changes would be too strong.

CJM+db/d+4,B - The new ability to transition to CJM. The hit frame transitioning to CJM is the same as the hit frame recovering in regular stance which is -5.

CJM+db+1+2 - This is Anna's old db+1+2 (Hunting Swan) unblockable attack, before it got replace in Tekken 7 with a new power crush attack, moved to CJM. The damage of this is 45 points like it is from her f,f+3,4,3,B~1+2. Anna didn't need two unblockable attacks for her regular stance and the animation of this unblockable is perfectly fitting and cooler for CJM. The properties of Anna's other unblockable attack d+1+2 (Bloody Scissors) has been buffed to have the same launching property on hit as this unblockable attack on hit in exchange for it getting removed from regular stance.

CJM+db+1+2,b,B - The new ability to cancel this unblockable transitioning to CJM.

CJM+db+1+2,u,U - The regular ability to cancel this unblockable recovering in regular stance.

CJM+b+2,2 - Anna's b+2,2 (Double Slap) with it's above changes now able to be done while in CJM.

CJM+b+2,3,B - The new b+2,3,B (Backhand to Facewash) string I gave Anna able to be done while in CJM.

CJM+b+3,B - This is Anna simply flicking her left leg up doing WS+3,B (Face Wash to Chaos Judgement) but with weaker damage being 14 points instead of 20 points. Startup frame is 11f. Anna does not shift forward during startup. The hit frame is still +8 recovering in CJM and neutral recovering in regular stance. The block frame is -3 recovering in CJM and -11 recovering in regular stance. The animation of her arms and posture are the same as WS+3,B. This a good CJM pressure tool and a good CJM stance refresher when at distance.

CJM+b+4 - This is Anna's b+4 (Rusty Hook) homing attack with it's above changes able to be done while in CJM.

CJM+b+1+2 - This is Anna's regular Tekken 7 db+1+2 (Weeping Slap) before I removed it from there place here as a power crush for CJM which is well needed. The damage has been nerfed from 30 points to 25 points. The block frame has been nerfed from -13 to -14.

CJM+ub/u/uf+4 - CJM+u+4 now launches.

CJM+u,ub,B+3 - The ability to backflip while in CJM and the ability to transition to CJM after the backflip like how Lee can backflip to his "Hitman" stance. The new command to go into CJM stance is b+3+4 above and FC+b+3+4 below.

CJM+uf+3 - Anna's regular uf+3 (Sudden Storm) before I changed it placed here with some changes. The startup frame has been buffed from 26f to 23f. The low crush frame has been buffed from 10f to 3f. The damage has been buffed from 22 points to 24 points. This now tracks left which is realistic for it's animation. The block frame has been buffed from -3 to neutral. The animation has been changed making Anna aim her leg to lower chest height instead of head height so that it's mid hitting property is realistic and for an improved lower hit box. This has also become her new and official WR+3 move below.

Last edited by AnnaWilliamWins on Jul 18th, 2020 at 19:20

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#5 “Quote” Edit Post
QCF MOVES AND QCB MOVES


QCF+2 - The damage has been nerfed from 17 points to 16 points. The hit frame has been buffed from +3 to +4. The counter hit launch has been removed. The block frame has been nerfed from -12 to -14. A new mix up QCF+2,3 below has been added with counter hit launch.

QCF+2,1 - The block frame is buffed from -14 to -12.0

QCF+2,1,B - The hit frame has been buffed from +2 to +3. The block frame has been nerfed from -13 to -15.

QCF+2,3 - This one isn't my own idea but is a very good one. The second hit is a new high mix up being the last hit of her df+3,1,4,2,3 (Leg Slicer High Kick Backhand High Kick) string with the same impact speed as the mid mix up. The second hit has been buffed above to both counter hit screw launch and screw in juggles like the second hit of Nina's d+2,3 (Cut Throat) string. This is similar to Nina's d+2,3 string but the first hit is just mid. The block frame of this kick has been nerfed from neutral to -5 above. This will replace the use in juggles of the regular QCF+3,2 (Paralyze Needle) which has been moved to CJM+f+3,2.

QCF+3 - This has been changed to the regular CJM+4 (Infernal Avalanche) before I replaced it moved to here but done with the left leg with faster startup and sliding range extension like Nina's QCF+3 (Sideslip) for a new QCF low mix up which is well need. The properties are exactly the same as Nina's QCF+3. The startup is 19f ~ 26f. The low crush frame is 10f. The damage is 18 points. Counter hit gives a launch. The block frame is -20 ~ -11 and recovers Anna in FC. The regular QCF+3,2 (Paralyze Needle), QCF+3,3,1 (Omission Storm) and QCF+3,3,4 (Omission Kick Combo) strings have been moved to CJM.

QCF+4 - The hit frame has been buffed from +6kg to +9kg.


SIDE STEP ATTACKS


SS+2 - The damage buffed from 12 points to 14 points. The natural hit frame is buffed from 0 to +4. Counter hit is buffed to now knockdown the same exact way as df+4 (Wine Opener) on counter hit giving a free following ground spike. The block frame is nerfed from -12 to -13.

SS+1+2 - The first hit no longer launches but only the second hit. The damage of the second hit has been nerfed from 21 points to 16 points.


WHILE STANDING ATTACKS AND FULL CROUCH ATTACKS


WS+1 - The hit frame is nerfed from +7 to +5. The block frame is buffed from -3 to -1. The recovery frame is buffed from -21 to -19.

WS+2 - This is changed to Anna's standing df+2 (Step-In Uppercut) launcher just like how Anna's WS+1 is the same as her standing df+1. The startup is 15f. The damage has been buffed from 13 points to 14 points. The block frame is -12. This version has a better high crush property than df+2 since she is already crouching. The high crush frame is 1f. The regular WS+2 (Rising Palm) launcher has been given to db+2 and CJM+db+2 which makes very good use in those places.

WS+1+2 - The startup frame has been buffed from 18f to 17f. The damage has been buffed from 21 points to 24 points. This is now a power crush. The block frame has been buffed from -18 to -14 with no pushback. These changes are the same changes the standing version f+1+2 (Brunette Bomb) received. This makes Anna f+1+2/WS+1+2 just like Nina's f+1+2/WS+1+2 (Blonde Bomb) power crush.

WS+3+4,B - A new 14f while standing punisher. This move in animation is similar to the first two hits of Law's 3+4,4 (Pressing Kick Combo). The animation of the first hit is like a low jumping right leg version of CJM+3 (Picking Heel). The animation of the second hit is a landing WS+3,B (Face Wash to Chaos Judgement). The damage is 16 + 20 being a total of 36 points. The range of the first hit is the same as the first hit of Law's 3+4,4. The low crush frame is 14f. Everything about the last hit is the same as WS+3,B. The block frame recovering in regular stance is -11 and the block frame recovering in CJM is -3.

FC+f+1 - This is changed back to being a natural hit launcher. The startup frame is buffed from 22f to 20f. The damage is buffed from 22 points to 27 points. The block frame is nerfed from -9 to -14. The animation of her upper body posture has been changed having Anna lean forward instead of lean back. This is in exchange and replacement of Anna's regular WS+2 (Rising Palm) launcher being moved to regular stance and CJM.

FC+f+2 - This is changed to a new homing attack with range which is well needed. The animation is basically like Nina's db+2 (Right Backhand Body Blow) in fashion but Anna doesn't twist her body during startup. The body posture and leg movement is the same as her FC+f+1 (Cat Thrust). This also has the same range. The startup is 20f. The damage is 20 points. Both natural hit and counter hit makes the opponent wall splat spin. The hit frame is +12kg. The block frame is -9.

FC+f+3,2 - Anna's f+3,2 (Serval Swat) done while in FC with it's same changed properties above. A parry unfriendly tool for FC.

FC+f+3,3 - Anna's new f+3,3 that I gave her done while in FC.

FC+f+3,B - Anna's f+3,B (Serval Knee to Chaos Judgement) done while in FC.

FC+f+4 - A new high crushing homing high that wall splat spins on natural hit and screw launches on counter hit. The animation of this move is just like Lili's db+3 (Twist of Fate) with the opposite leg and a lower hit height with more range. The startup frame is 20f. The high crush frame is 1f. The range is the same as Anna's b+4 (Rusty Hook). The damage is 20 points. The natural hit frame is +12KG. The block frame is -9 with great pushback.

FC+df+1 - This is Anna's FC+df+2 done with her left hand instead of her right hand. The animation of her leg movement is the same as her regular FC+f+2 (Right Hand Stab) before it's command change to FC+df+2 below having her fully stepping her left leg ahead during recovery. The animation of Anna's upper body posture has her leaning forward way down to high crush. The high crush frame is 1f. This still recovers Anna in FC and now always gives a juggle with d+4,1 (Low Kick Spin Punch). This no longer has a just frame enhancement. The damage is buffed from 14 points to 16 points. The startup frame is still 20f. The block frame is still -21.

FC+df+2 - This is the new command for Anna's regular FC+f+2 (Right Hand Stab). This makes sense as it's new command since it hits opponent grounded. This has been buffed to high crush all the way through which realistic and fair for the animation. The high crush frame is 1f. The hit animation for both natural hit and counter hit has been changed to a fast crumple stun for a more realistic hit animation. This still gives the same guaranteed follow ups. This move is also changed to no longer power crush. This now always hits grounded. The block frame has been buffed from -14 with forced FC to -12 with forced FC.

FC+db/d/df+4,1 - The impact of the second hit has been made 5 frames faster. This includes d+4,1 (Low Kick Spin Punch). This same change applies to Anna's version.

FC+ub/u/uf+4 - This is now a move only for FC and regular stance version has been removed. The startup frame has been buffed from 18f to 15f. The low crush frame has been buffed from 13f to 9f. The recovery animation has been changed that Anna lands fully standing and FC recovery is no longer available. The damage of FC+uf+4 is nerfed from 21 points to 20 points. The damage of FC+u+4 is buffed from 18 points to 20 points. The block frame of FC+uf+4 has been buffed from -18 to -13. The block frame of FC+ub/u+4 is buffed from -18 to -15. This is now simply made to be a hop kick but with the animation of a somersault sharing the same exact properties as her CJM+ub/u/uf+4 (Stryx) in this list.

FC+UB/U/UF+4 - The low crush frame has been buffed from 11f to 9f. The damage of FC+U+4 has been buffed from 28 points to 30 points. The block frame of the FC+U+4 is buffed from -33 to -22. The impact range of FC+UF+4 has been slightly increased. The knockdown of FC+UF+4 has been changed to knockdown face down head towards. The block frame of FC+UF+4 has been buffed from -33 to -11 by stunning on block. This is fair exchange for it's utter lack in both range and reward for it's risk being done. This version still has the ability to recover in FC. These changes go to every other character with a high somersault.

FC+uf/UF+3+4 - Anna's uf+3+4 (Dominatrix Heel) done while in FC and this command while in FC is now made to do only this move.


WHILE RUNNING MOVES


WR+2,3 - The damage of the first hit is buffed from 10 points to 14 points. The second hit is to be one impact frame faster and no longer trades with 10f jabs after block on first hit. The second hit now wall bounces.

WR+3 - This is changed to be the same as Anna's old uf+3 (Sudden Storm) before being moved to CJM+uf+3. The properties here are the same as they are made above CJM+uf+3. The startup frame has been buffed from 26f to 23f. The low crush frame has been buffed from 10f to 3f. The damage has been buffed from 22 points to 24 points. This now tracks left which is realistic for it's animation. The block frame has been buffed from -3 to neutral. The animation has been changed making Anna aim her leg to lower chest height instead of head height so that it's mid hitting property is realistic and for an improved lower hit box. This is her low crush, tracking and okizemi while running move.

WR+1+2 - This has been changed to be the same as her f,f+1+2 (Sosho Zanha) and the running cross chop has been removed. It is already this way a few steps running so might as well make it her official WR+1+2 move. This also after wall splat can actually be followed up with a wall splat combo unlike the regular running cross chop which had very late recovery. The damage has been buffed above from 25 points to 26 points. This is her safe wall splat while running move.


BACK TURNED SPECIAL ATTACK


BT+2 - This is the first hit of b+2,2 (Double Slaps) but with it's old animation with it's old animation as a back turned move. The startup is 12f. The damage is 20 points. Natural hit wall splat spins and the natural hit frame is +9. Counter hit stun launches. The block frame is -9.

BT+4 - This is a reverse rising splits kick something like the second hit of Nina's b+1+4 (Reverse Ivory Cutter). Anna's animation is more straight legged and she does a complete rotation for recovery once reaching full splits like the back turned rising splits kick animation of Jenny the Bat from the Bloody Roar series in the video link below right at the 1:44 mark and again at the 1:46 mark. This kick is a launcher and launches high. This high crushes during startup and the high crush frame is 6f. Anna first bends then raises leg. The startup frame is 16f and the damage is 24 points. This launches as high as Lili's d+3+4 (Matterhorn). The block frames is -12.

https://www.youtube.com/watch?v=vNLqiLrmakU

BT+d+1+2 - This is Anna's regular FC+df+2~1 (Right Hand Sweep) with just frame enhancement before I changed it while back is turned. The startup frame is 20f. The damage is 21 points. The startup animation is nearly exactly the same but doing it while back is turned from regular stance. She extends her right leg way behind lowering her while turning for the range and power of the right hand sweep. The high crush frame is 6f. The range is two back dashes. The war cry is of just frame version FC+df+2~1. The recovery has been changed to keep her completely crouching and instead of stepping backwards she step her left leg fully ahead for guaranteed juggle pick with d+4,1 (Low Kick Spin Punch). The block frame is -21.

BT+ub/u/uf+3 - The animation and knockdown of this has been changed to be same as Anna's Tekken 5 ub/u+3 hop kick.


GRABS AND PARRY


UF+1+2 - The damage when hitting a wall has been buffed from 40 points to 50 points. This change also applies to Nina's version.

QCF+1+2...1+3,3,1+2...4,2,3,1,1+2 - A new third grab chain extension has been placed following the grab chain extension of QCF+1+2 (Chin Bash)...1+3,3,1+2 (Arm Lock) with the command of 4,2,1,3,1+2. This is Anna's regular CJM grab parry where she throws the opponent over her back before I changed it below. The damage has been buffed from 25 points to 30 points. 5 points of damage has been added from arm dislocation cracking as Anna throws the opponent over her back. The break is 1+2.

QCF+1+2...3,4,3,1+2 - The damage of this grab chain (Arm Snap) is buffed from 30 points to 35 points. This makes the grab chain equal in damage to Nina's QCF+3+4...3,4,3,1+2 (Commando Arm Lock).

QCF+3+4 - This is a new left arm chain grab for QCF as QCF+1+2 (Chin Bash) is a right arm chain grab. This chain grab starter is Anna pulling the opponent into her right knee hitting them in the stomach like she did to the guy who tried to stab her in her Tekken 6 ending. Anna then has all of the same grab chains following QCF+1+2 with the same commands (if not new ones which would be cooler) excluding QCF+1+2...3,4,3,1+2 (Arm Snap) grab chain. All of the grab chains will be done starting on the opponents right arm instead of the left arm.

https://www.youtube.com/watch?v=9bRgZyRwv0c

QCF+3+4...1,4,2+4,2+4 - Instead of giving this new chain grab QCF+3+4...3,4,3,1+2 for the same chain grab extension as QCF+1+2...3,4,3,1+2 (Arm Snap), she will have a different one in placement of that with the command of QCF+3+4...1,4,2+4,2+4 and this will be the grab that Anna does when she grabs the opponent from their right side (Serpentine Arm Break) with it's same damage as regular.

QCB+1+2 - Anna's QCF+1+2 chain grab during reverse crouch dash.

QCB+3+4 - The new QCF+3+4 chain grab I gave her in this list during reverse crouch dash.

CJM Auto Grab Parry - This has been changed to have Anna pull the opponent down and into her then doing her df+1+2 (Guard Breaker) on them with it's counter hit +19 stun property. The regular CJM grab parry is being used above as a new QCF+1+2 chain grab extension.

CJM+1+3/CJM+f+1+3 - This is a new left hand grab for CJM. Anna grabs the opponent by the right arm with her left hand, turning left hits the back of their head with her right hand then reverses her right hand doing the last two hits of her regular b+1,2,2 (Cross Cut Saw) string before I changed it on the opponent giving wall splat knockdown. The damage is 5 + 12 + 20 making a total of 37 points like Nina's df+1+3 (Elbow to Arm Grab Flip) grab damage.

CJM+2+4/CJM+f+2+4 - This is a new right hand grab for CJM. Anna grabs the opponent by the left arm with her right hand then with her left leg does a quick sideways standing two hit low to high kick then finishes with a right leg version of Nina's db+3+4 (Geyser Canon) but more straight and stiff legged for animation giving wall splat knockdown. The damage is 5 + 12 + 20 points making a total of 37 points like Nina's df+2+4 (Reverse Neck Breaker) grab damage.

CJM+b+1+3/b+2+4 - The new ability to parry highs and mids while in CJM. This parry is the same as her regular stance parry. The animation of the CJM parry startup is the same as the regular stance parry startup except the arm movement is reversed having the left hand raise up and the right hand lower down instead.

CJM+uf+1+2 - This is Anna's uf+1+2 (Overhead Toss) throw now able to be done while in CJM.


TAUNT


1+2+3 - Anna's Tekken 3 back turned booty shake.

Last edited by AnnaWilliamWins on Nov 10th, 2020 at 12:02

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#6 “Quote” Edit Post
RAGE ARTS


b+1+2 - I just wanted to say that I absolutely love this Rage Art. Genius and hilarious!


RAGE DRIVE


QCF+2+3 - The damage of this Rage Drive has been changed from 17 + 20 points to 13 + 25 points.

QCB+2+3 - The same Rage Drive as QCF+2+3 also able to be done while reverse crouch dashing

f+3+4 - This is a super version of Anna's f+4 (Imploding Star). The damage is double the damage of the regular version before change above during rage (30 points) being 60 points. The knockdown sends the opponent all the way across the screen. The block frame is neutral. This gives wall chip damage when blocked in front of walls. This is also able to be done while in CJM with the command of CJM+f+3+4. This is Rage Drive 2.

f,f+3+4,1+2 - This is f,f+1+2 (Sosho Zanha) naturally coming out of f,f+3+4 (Forward Roll) as a Rage Drive. The startup frame is 35f. The damage is double it's regular damage which has been buffed above from 25 points to 26 points during rage which is 28 points being 56 points. The knockdown sends the opponent all the way across the screen. The block frame is neutral with great pushback. This gives wall chip damage when blocked in front of walls. This also includes CJM+f,f+1+2. This is Rage Drive 3.

Last edited by AnnaWilliamWins on May 3rd, 2020 at 03:55

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#7 “Quote” Edit Post
Assassination training session complete! Alright Nina! This time I will kill you! First, let us have a celebration as a special thanks for your participation! Shout out to all the fellow Anna fans!

https://www.youtube.com/watch?v=Oxd_jSUeD6o

https://www.youtube.com/watch?v=_MUNvXN8HyM

https://www.youtube.com/watch?v=t4v3GdPUQbQ

https://www.youtube.com/watch?v=xtOeROC4HUc

(None of these videos are mine)

Last edited by AnnaWilliamWins on Nov 21st, 2018 at 08:56

Signature (tekken voice) ANNA WILLAMS WINS!
AnnaWilliamWins
Warrior
Joined: Jan 2013
Posts: 153
From: Canada
#8 “Quote” Edit Post
Also check out and have a session of Assassination Training with Nina!

http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=133566

Last edited by AnnaWilliamWins on Jan 25th, 2019 at 04:56

Signature (tekken voice) ANNA WILLAMS WINS!

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