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    Anna by leblackdragon

    Version: 6.0 | Updated: 10/14/05 | Printable Version | Search Guide | Bookmark Guide

                  Tekken 5
           ANNA WILLIAMS FAQ (v6.0, 14th Oct, 2005)
           Copyright 2005 Tariq mukhttar
           email: leblackdragon@yahoo.com
    
    
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    Version 6.0       14th Oct 2005   (Set-Up Game, Frame Data)
    
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    Version 5.6       25th May 2005   (Errors)
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    Version 5.5       24th May 2005   (Special Games, Forced Choice Tactics,
                                       Crush Game, Wall Game, Formatting)
    _________________________________________________________________________
    
    Version 5.0       23th May 2005   (Key, Move List, Just Frame Input, 
                                       Errors)
    _________________________________________________________________________
    
    Version 4.6       28th March 2005 (Crouch Cancel, Errors fixed,Special 
                                       Properties)
    _________________________________________________________________________
    
    Version 4.5       14th March 2005 (Counter Hits, Strings, Crouch Cancel, 
                                       Mix-up, Special Properties, Moves,
                                       Wall Game)
    _________________________________________________________________________
    
    Version 4.0       15th March 2005 (Formatting, Intros, Anna, Move list, 
                                       Double Slap, Juggles, Okizeme, Counter
                                       Hits, Key, 17 Hit Combo)
    _________________________________________________________________________
    
    Version 3.5       14th March 2005 (Counter Hits, Juggles OTG, Okizeme)
    _________________________________________________________________________
    
    Version 3.0       13th March 2005 (Anna, Okizeme, Special Properties)
    _________________________________________________________________________
    
    Version 2.2       12th March 2005 (Multi-Throws, Credits, Fixed Errors)
    _________________________________________________________________________
    
    Version 2.1       11th March 2005 (Anna, Guard Breaker, comboable 
                                       characters, Strings)
    _________________________________________________________________________
    
    Version 2.0       10th March 2005 (Fromatting, Win Poses, Double Slap,
                                       Special Properties, Combos, King 
                                       Throws, Bruce Throws)
    _________________________________________________________________________
    
    Version 1.0       5th March 2005
    _________________________________________________________________________
    
    TABLE OF CONTENTS:
    ------------------
    01) Anna Williams
      01.1) Win Poses
    02) Key
    03) Move List
      03.1) Standing
      03.2) While Crouching
      03.3) While Rising from Crouch
      03.4) While Crouch Dash
      03.5) During Side-Step
      03.6) 10 Hit Combos
      03.7) 17 Hit Combo
      03.8) Reversal
      03.9) Throws
      03.10) Chin Bash Combo
    04) Frame Data
    05) State Resets
    06) Crouch Cancel
    07) Special Properties
    08) Just Frame Input
    09) Double Slap (b+2, 2)
    10) Juggles
      10.1) launchers
      10.2) Off the Ground Juggles
    11) Counter Hits
    12) Okizeme
      12.1) Wake-Up Options
        12.1.1) Face-Up, Feet-Towards
        12.1.2) Face-Down, Feet-Away
        12.1.3) Face-Up, Feet-Away
        12.1.4) Face-Down, Feet-Towards
      12.2) Face-Up, Feet-Towards
        12.2.1) Roll-Out
        12.2.2) Roll-In
        12.2.3) Roll-Back
        12.2.4) Spring-Forward
      12.3) Special Falls
        12.3.1) Face Up, Feet Away
        12.3.2) Face down, Feet Away
        12.3.3) Face-Down, Feet-Towards
      12.4) Okizeme-Loops for Special Falls
      12.5) Okizeme Throw Follow-ups
    13) Strings
      13.1) Getting Close
      13.2) String building blocks
      13.3) Juggle Interrupt
      13.5) Escaping
    14) Special Games
      14.1) Mix-up Game
      14.2) Wall Game
      14.3) Crush Game
      14.4) Forced Choice Tactics Game
    15) Multi-Throw Escape
      15.1) King
      15.2) Nina Williams
      15.3) Anna Williams
      15.4) Bruce Erving
    16) Credits
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    01) Anna Williams:
    ------------------
    So you've decided to pick one of the worst in Tekken 5? It goes without 
    saying that Tekken doesn't even compare to Virtua Fighter. Meaning, you 
    can't just pick any character in Tekken and expect to have a good time. 
    Far from it, Tiering in Tekken is crystal clear. Characters have HUGE 
    advantages over others for no apparant logic. 
    So if you're one of those nerdy gamers who wants to compensate for a 
    real life problem, shut this window and go pick Heihachi or Paul. But if 
    you're someone whose pick of character has nothing to do with win 
    ratio... read on!
    
    - Anna Williams is arguebly the most vicious character in the game. From 
      The start of the round till it's over she has to be continuesly on the
      offense.
    - Anna is a close range fighter who depends on mix-ups, and side-steps to
      confuse opponents.
    - Anna's long range arsenal is limited, slow, and punishable.
    - Anna's a juggle machine. She can start juggles where you wouldn't
      expect them. And she can put you in a position to force on you a juggle.
    - Anna can juggle after certain throws and sweeps to devestating affect.
    - Anna has to utilize every single juggle opportunity she gets if she 
      hopes to compete.
    - Anna's reversals and parries are extremely strict.
    - Anna's crouch options are so strong, you'd think it is a special stance.
    - Anna has to learn the major attacks and lags of her opponents in order 
      to retaliate correctly, since all her long range attacks suffer initial 
      lag.
    
    01.1) Win Poses:
    ----------------
    1   =   Shakes her breasts, "Oh, Yes!"
    2   =   Shakes her ass, "I don't have time to play with you"
    3   =   Blows kiss, "Mmm, My pleasure"
    4   =   Caresses her body, poses "What an utter disappointment"
    ?   =   Sits on Oppenent and laughs
    ?   =   Walks towards opponent and leans "Such a lovely face"
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    02) Key:
    --------
    
    Input:
    1       =       Left Punch Button
    2       =       Right Punch Button
    3       =       Left Kick Button
    4       =       Right Kick Button
    u,d,f,b	=       Tap Up, Down, Forward, Back
    U,D,F,B =       Hold Up, Down, Forward, Back
    
    Hit Level:
    H       =       Hits High
    M       =       Hits Mid
    L       =       Hits Low
    
    Properties:
    D       =       Input can be Delayed
    !       =       State Reset, Returns to Neutral position
    J       =       Juggle
    
    Status:
    This is derived from when your attack is blocked. 
    FD      =       Frame Disadvantage
    FN      =       Frame Neutral
    FA      =       Frame Advantage
    FRC     =       Forced Crouch
    GC      =       Guard Crush
    NGC     =       Guard Crush when Near
    P       =       Push's Opponent away
    
    Misc:
    qcf     =       Quarter Circle from Down to Forward 
    FC      =       From Crouch Position
    RC      =       Rising from Crouch position
    BT      =       Back Towards opponent
    SS      =       Side-Step
    SSI     =       Side-Step Into Background
    SSO     =       Side-Step Out to Fore ground
    /       =       Or
    :	=	Just Frame Input
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    03) Move List:
    --------------
    Syntax:
    Move Name        Button/Hit Level/Property(Frame, Guard, Push Status)
       -> Optional Move Branch
    
    
    03.1) Standing:
    ---------------
    Left Right Combo                                1H, 2H (FD)
    Left Right to Left Low Kick                     1H, 2H, 3L (FD)
    Jab Combo Roundhouse                            1H, 2H, 4H (FD, GC)
    Jab Low Kick                                    1H, 4L (FD)
    Left Right Left Combo                           1H, 2H, 1h (FN)
    Left Right Left to Frost Needle                 1H, 2H, 1H, 4H (FD, GC)
    Jab Combo Low Kick                              1H, 2H, 1H, d+4L (FD)
    Right Left Combo                                2H, 1H (FN)
    Biting Snake (Short)                            2H, 1H, 4L (FD)
    Jab Roundhouse                                  2H, 4H (FD, GC)
    Jab Left Kick                                   2H, 3H (FD)
    Jab Sweep                                       2H, d+3L (FD)
    Head Ringer                                     3H, 4H (FD, GC)
    Spike Combo to Right Uppercut                   3H, 3L, 2M (FD)
    Spike Combo to Right High Kick                  3H, 3L, 4H (FD)
    Right High Low Spin Kick                        4H, 3L (FD)
    Right Left Combo                                f+2H, 1H (FN)
    Right Left Combo to Frost Needle                f+2H, 1H, 4HJ (FD, GC)
    Biting Snake (Short)                            f+2H, 1H, d+4L (FD)
    Head Ringer                                     f+3H, 4H (FD, GC)
    Imploding Star                                  f+4M (FD, NGC)
    Blonde Bomb                                     f+1+2M (FD, P)
    Uppercut Jab                                    df+1MD, 2HD (FN)
            -> Radiant Arch                               -> 3H (FN)
            -> Cutting Crescent                           -> 4H (FD)
    Step-in Uppercut                                df+2MJ (FD,GC)
    Leg Slicer Combo                                df+3M, 1H, 2H (FD)
    Twisting Rush                                   df+3M, 1H, 4H, 2HD! (FA)
            -> Side Step                                         -> u/d (FA)
            -> High Kick                                    -> 3H (FN)
            -> Sudden Storm                                 -> uf+3M (FD)
            -> Sweep                                        -> 4LJ (FD)
            -> Blonde Bomb                                  -> 1+2M (FD, P)
    Creeping Snake                                  df+3M, 2H!
            -> Side Step                                     -> u/d (FA)
            -> Creeping Snake                                -> 1H, 4L (FD)
            -> Creeping Snake to Roundhouse                  -> 4H (FD, GC)
            -> Creeping Snake to Left Kick                   -> 3H (FD)
            -> Creeping Snake to Left Low Kick               -> d+3L (FD)
    Approaching Storm                               df+3M, 3HD, 3HD, 1HD (FD)
    Flash Kicks                                     df+3M, 3HD, 3HD, 4HD (FD, GC)
    Mid Head Ringer                                 df+3M, 4HD (FD, GC)
    Wine Opener                                     df+4L (FD)
    Guard Breaker                                   df+1+2M (FN, GC)
    Low Jab Rising Kick                             d+1M, 4M (FN)
    Ice Sickle                                      d+2M (FN, FRC)
    Left Spin Low Kick to Right Uppercut            d/D+3L, 2M (FD)
    Left Spin Low Kick to High Right Kick           d/D+3L, 4H (FN)
    Low Kick Spin Punch                             d/D+4L, 1HD (FN)
            -> to Side Step                                   -> u/d (FD)
    	-> Bloody Scissors                                -> d: 1+2 (FA)
    Bloody Scissors                                 d+1+2M (FA)
    Heel Grind                                      d+3+4L (FD)
    Scarlet Rain                                    db+1M (FD)
            -> River                                   -> 1L (FD)
            -> Spout                                   -> 4M (FD)
    Low Jab Rising Kick                             db+2M, 4M (FN)
    MudSlide                                        db+3LS (FD) 
    Severe Quake                                    db+4L, 3L (FD)
    Hunting Swan                                    db+1+2M (FA)
            -> Cancel                                     -> uu
    Cross Cut Saw                                   b+1M, 2H, 2M (FD, GC)
    Double Slap                                     b+2H, 2H (FD)
    Chaos Judgment                                  b+3
            -> Infernal Storm                         -> 1H (FD)
            -> Picking Heel                           -> 3M (FD)
            -> Infernal Avalanche                     -> 4L (FD)
            -> Forward Roll                           -> f (FD)
            -> Rolling Stone                                   f+3M (FD, P)
    Fatal Attack Combo                              uf+1H, 3MD (FD, P)
            -> Hail Storm                                  -> 3+4MM (FN)
    Sudden Storm                                    uf+3M (FD, GC)
    can Opener                                      uf+4H, 3L, 4H (FD)
            -> to Side-Step                                    -> u/d
    Quick Somersault Kick                           BU/U/UF+4 (FD)
    Executioner                                     fF+2H (FA, GC)
    Treading Water                                  fF+3M, 4M, 3M (FD)
    Treading Water to Chaos Judgement               fF+3M, 4M, b+3M (FA)
    Treading Water to Hunting Swan                  fF+3M, 4M, b+3M: 1+2 (FA)
    Falling Heel                                    fF+4M (FN)
            -> Chaos Judgement                         -> b (FD)
    Assassin's Dagger                               dDF+1H (FN)
    Piston Kick                                     qcf+4MM (FD, P)
    Bone Cutter                                     fff+3H (FD, BF)
    Backflip                                        ub
    
    _________________________________________________________________________
    
    03.2) While Crouching:
    ----------------------
    Low Sumersault                                  bu/u/uf+4M (FN)
    High Somersault Kick                            BU/U/UF+4M (FD)
    Cat Thrust                                      f+1M (FD, P)
    Right Hand Stab                                 f+2M (FD, FRC)
    Right Handed Sweep                              df+2LSJ (FD)
    Low Kick Spin Punch                             d/D+4L, 1H (FN)
            -> to Side Step                                 -> u/d (FD)
    
    _________________________________________________________________________
    
    03.3) While Rising from Crouch(RC):
    -----------------------------------
    Uppercut Jab                                    1M, 2H (FN)
            -> Radiant Arch                             -> 3H (FN)
            -> Cutting Crescent                         -> 4H (FD)
    Rising Palm                                     2MJ (FD)
    Back Kick                                       3H (FD, GC)
    Rising Kick                                     4M (FD)
    
    _________________________________________________________________________
    
    03.4) While Crouch Dash:
    ------------------------
    - Doing quick QCF will make Anna take a quick crouching dash. Anytime 
      during this dash you can initiate these moves. 
    QCF     -> Assassin's Dagger                    1H (FN)
            -> Rising Palm                          2MJ (FD)
            -> Piston Kick                          4MM (FD, GC)
            -> Chin Bash                            1+2H
    
    _________________________________________________________________________
    
    03.5) During Side-Step:
    -----------------------
    - These moves can be initiated any time during Side-Step.
    Chaos Tail                                      2L (FD)
    Slice Shot                                      3H (FN)
    Bloody Chaos                                    1+2MM (FN)
    
    _________________________________________________________________________
    
    03.6) 10 Hit Combos:
    -------------------
    #1      1H, 2H, 1H, 2H ,3H, 3L ,2H, 1H, 2H, 4H (FD)
    #2      1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 2M (FD, GC)
    #3      1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 3LS (FD)
    #4      1H ,2H, 1H, 2H, 4M, b
    
    _________________________________________________________________________
    
    03.7) 17 Hit Combo:
    -------------------
    1, 2, 1, 2, 4, 1, 2 ,2 , 3+4, 3, d+4, 1, df+1, ff+3 ,4 ,3  Damage: 138
    
    _________________________________________________________________________
    
    03.8) Throws:
    -------------
    Cruel Punishment                                1+3        Damage: 35
    Losing Face                                     2+4        Damage: 35
    Torso Splitter (from Left)                      1+3/2+4    Damage: 40
    Serpentine Arm Break (from Right)               1+3/2+4    Damage: 38
    Overhead Tackle (from Back)                     1+3/2+4    Damage: 60
    Overhead Toss                                   uf+1+2     Damage: 40
    Elbow Smash                                     df, DF+1   Damage: 43
    
    _________________________________________________________________________
    
    03.9) Reversal:
    ---------------
    - Cannot catch elbows, knees, shoulders, and low hits.
    
    Attack Reversal                                 b+1+3/b+2+4
    
    _________________________________________________________________________
    
    03.10) Chin Bash Combo:
    ----------------------
    Chin Bash                      qcf+1+2                         Damage: 15
     -> Arm Snap                    -> 3, 4, 3, 1+2                Damage: 45
     -> Reverse Arm Lock             -> 1, 3, 2, 1                 Damage: 35
       -> Falcon Wing Squeeze        -> 3, 1, 4, 1+2, 1+2          Damage: 60
       -> Falling Arm Break          -> 2, 1, 3, 4, 1+2            Damage: 60
       -> Double Reverse Arm Lock    -> 2, 3, 1+2, 3+4, 1+2        Damage: 65
     -> Arm Lock                    -> 1+3, 4, 1+2                 Damage: 45
       -> Rolling Arm Lock           -> 4, 3, 4, 3+4, 1+2          Damage: 77
       -> Arm Break Takedown         -> 1+2, 4, 3, 1+2, 1+2, 1+2   Damage: 80
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    04) Frame Data:
    ---------------
    - Frame is a time unit equal to 1/60th of a second
    - "Frame" is how many frames it takes for your hit to connect
    - "Block" is how much advantage/disadvantage you have if your hit is 
      blocked
    - If your attack "Block" is equal to "-8", your opponent gets for free 
      any attack equal or less than 8
    
    Command    Frame     Block
    --------------------------
    1              8        +1
    1,2            8        -5
    1,2,3          8       -15
    1,2,4          8       -10
    1,2,1          8        -2
    1,2,1,4        8        -7
    2             10        +1
    2,3           10       -15
    2,d+3         10       -15
    2,4           10       -10
    3             14       -16
    3,3,2         14       -13
    3,3,4         14       -17
    3,4           14       N/A
    4             10        -5
    f+1+2         20       -18
    f+2,1         12        -2
    f+2,1,4       12        -7
    f+4           20       -15
    b+1           19       -11
    b+1,2         19       -13
    b+1,2,2       19       -11
    b+2           16       -11
    b+2,2         16       -13
    df+1          13        +1
    df+1,2        13        +1
    df+1,2,3      13       -13
    df+1,2,4      13        -5
    df+1+2        15       N/A
    df+2          16        -7
    df+3          14       -15
    df+3,1        14        -3
    df+3,1,2      14       -11
    df+3,2        14        +1
    df+3,2,1      14        -2
    df+3,2,4      14       N/A
    df+3,2,3      14       -11
    df+3,2,d+3    14       -15
    df+3,3        14       -15
    df+3,3,3      14       -14
    df+3,3,1      14       -21
    df+3,3,4      14       -19
    df+3,4        14       -19
    df+4          14       -14
    d+1           10        -5
    d+1,N+4       10       N/A
    d+2           17        -1
    d+3           16       N/A
    d+3,2         16       -21
    d+3,4         16       -19
    d+3+4         16       -18
    d+4           12       -14
    d+4,1         12        -5
    db+1          16       -14
    db+1,4        16       -19		
    db+3          21       N/A
    db+4          26       -18
    db+4,3        26       N/A
    ff+1+2       N/A       -25
    ff+2          21        +5
    ff+3          18       -17
    ff+4          37        -7
    ff+3,4       N/A       -21
    ff+3,4,3     N/A       -14
    u+3           13       N/A
    uf+1          13        -3
    uf+1,3        13        -8
    uf+1,3,3+4    13        -4
    uf+3          25        -7
    uf+4          18       -19
    UF+4          18        -1
    uf+4,3,4     N/A        -4
    QCF+1         18        +1
    QCF+2         18        -7
    QCF+4         22       N/A
    FC,1,N+4      10       N/A
    FC,2,4        12       N/A
    FC,3,2        16       -21
    FC,3,4        16       -19
    FC,4,1        12        -5
    FC,UF+4       17       N/A
    FC,1          10        -5
    FC,2         N/A        -4
    FC,3          16       N/A
    FC,f+1        23       N/A
    FC,f+2        18       -11
    FC,df+2       18       -19
    WS+1,2        13        +1
    WS+1,2,3      13       -13
    WS+1,2,4      13        -5
    WS+1          13	-1
    WS+2          18        -7
    WS+3          17       -19
    WS+4          11        -6
    SS+1+2       N/A        -2
    SS+2         N/A       N/A
    SS+3         N/A       N/A
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    05) State Resets:
    -----------------
    - This is a move in a combo that not only can be cencelled into a 
      Side-Step,   but on NOT completing the combo will leave Anna with a 
      Frame Advantage in her neutral standing postion. Meaning you can 
      pressure your opponent by continuesly interrupting your combo and 
      starting a new one.
    
    Creeping Snake                                  df+3M, 2H!
    Twisting Rush                                   df+3M, 1H, 4H, 2H!
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    06) Crouch Cancel:
    ------------------
    - These moves lag can be cancelled by pressing down into a crouch state.
    
    Scarlet Rain                                    db+1
    Quick Somersault Kick                           BU/U/UF+4
    High Somersault Kick                            FC -> BU/U/UF+4
    Right Handed Sweep                              df+2
     
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    07) Special Properties:
    -----------------------
    - Additional properties of moves that are unmentioned. 
    
    Chaos Judgment                                  b+3
            -> Auto-counters all low attacks
            -> Auto-reverses all throws
            -> Unusual active frame input???
    Right Hand Stab                                 FC -> f+2
            -> Auto parries High, Mid
            -> Cannot parry elbows
    Cross Cut Saw                                   b+1, 2, 2
            -> b+1 side-steps
    Double Slap                                     b+2, 2
            -> Second 2 turns opponents back towards you
    Guard Breaker                                   df+1+2
            -> Crushs opponent guard into a FN
    Ice Sickle                                      d+2
            -> In juggles, knocks down opponent, losses ability to Roll-In 
               wake-up
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    08) Just Frame Input:
    ---------------------
    - Anna has 2 "Just Frame" Inputs.
    - "Just Frame" Inputs require precise time input for the move to work.
    - Anna's first is "Low Kick Spin Punch to Bloody Scissors".
    - Anna's second is "Treading Water to Hunting Swan". Input for 1+2 is 
      the instant 3rd kick makes contact.
    - After it hits, you can continue with a juggle.
    
    
    Low Kick Spin Punch -> Bloody Scissors         d/D+4L, 1HD -> d: 1+2 (FA)
    
    Treading Water to Hunting Swan                  fF+3M, 4M, b+3M: 1+2 (FA)
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    09) Double Slap (b+2, 2):
    -------------------------
    - Connecting Second 2 turns opponents back towards you allowing an 
      opportunity for a free combo.
    - This move can be employed during side-step.
    b+2, 2 -> df+2 -> f+2 -> df+1 -> db+1, 4         Hit#: 5 Damage: 47
    b+2, 2 -> df+1, 2, 3 -> df+1, 2, 4               Hit#: 6 Damage: 65
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    10) Juggles:
    ------------
    - Some juggles have more than one follow-up. They are listed easiest first. 
      Some are added becuase they just look good.
    - Not all characters can be juggled the same way. Some are harder than 
      others. While some require altering the juggle.
    - Some juggles work better when you're on one side of the screen.
    - slight axis shifts resulting from side-step or hits effects combos.
    - All juggle done on Kazuya with Anna occupying the left side of the screen.
    - Sometimes replacing a "1" with a "f+1" will make the the combo work on 
      other characters
    
    
    10.1) launchers:
    ----------------
    db+1 -> 4 -> 1 -> df+1, 2 -> ff+3, 4, 3         Hit#: 7 Damage: 52
                   -> f+2 -> ff+3, 4, 3             Hit#: 6 Damage: 47
    b+3 -> 1 -> df+1, 2 -> ff+3, 4, 3               Hit#: 6 Damage: 51
             -> f+2 -> df+1, 2 -> ff+3, 4, 3        Hit#: 7 Damage: 57
    RC+2 -> f+2 -> df+1, 2 -> ff+3, 4, 3            Hit#: 7 Damage: 65
                -> df+1 -> df+1, 2 -> ff+3, 4, 3    Hit#: 8 Damage: 70
    df+2 -> f+2, 1 -> df+1, 2 -> ff+3, 4, 3         Hit#: 8 Damage: 62
         -> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3    Hit#: 8 Damage: 64
    d+3, 2 -> df+1 -> b+1, 2, 2                     Hit#: 6 Damage: 51
           -> df+1, 2 -> ff+3, 4, 3                 Hit#: 7 Damage: 59
                      -> df+1 -> ff+3, 4, 3         Hit#: 8 Damage: 64
    df+1, 2, 3 -> df+1 ,2 -> uf+1, 3, 3+4           Hit#: 7 Damage: 54
               -> f+2 -> df+1 ,2 -> ff+3, 4, 3      Hit#: 7 Damage: 61
    uf+4 -> df+1, 2 -> uf+1, 3, 3+4                 Hit#: 7 Damage: 58
         -> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3    Hit#: 8 Damage: 70
    ff+3 -> 2 -> df+1 -> uf+1, 3, 3+4               Hit#: 7 Damage: 55
         -> 2 -> df+1, 2 -> ff+3, 4, 3              Hit#: 7 Damage: 62
    SSI+1+2 -> 1, 2, 1, 2, 4                        Hit#: 7 Damage: 44
            -> 1 -> uf+1, 3, 3+4                    Hit#: 7 Damage: 47
            -> 1 -> df+1 -> ff+3, 4, 3              Hit#: 7 Damage: 53
    1, 2, 1, 4 -> 2, 1 -> uf+1, 3, 3+4              Hit#: 10Damage: 74
               -> 1, 2, 1, 2 -> ff+3, 4, 3          Hit#: 10Damage: 75
    _________________________________________________________________________
    
    10.2) Off the Ground Juggles:
    -----------------------------
    - These are juggles initiated after knocking your opponent to the ground.
    - Hit count and Damage starts from knockdown.
    
    db+3 -> d+4, 1 -> f+1 -> f+4                    Hit#: 5 Damage: 44
                   -> df+1 -> ff+3, 4, 3            Hit#: 7 Damage: 59
         -> d+2 -> df+1, 2 -> ff+3, 4, 3            Hit#: 7 Damage: 59
    db+4, 3 -> 4 -> df+1, 2 , 3                     Hit#: 6 Damage: 62
                 -> df+1, 2 -> ff+3, 4, 3           Hit#: 8 Damage: 77
    FC -> df+2 -> d+4, 1 -> df+1 -> ff+3, 4, 3      Hit#: 7 Damage: 64
    FC -> f+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3       Hit#: 7 Damage: 65
    SS+1+2 -> d+3, 4                                Hit#: 4 Damage: 38
    df+3-> 1,4 -> 2,4 -> d+4,1-> df+1 -> ff+3,4,3   Hit#: 7 Damage: 59
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    11) Counter Hits:
    -----------------
    ***Incomplete***
    - Certain moves effect opponents in a different way as a Counter-Hit.
    - Listed are the attacks that on a Counter-Hit allow for further combos.
    
    Move       ->     Effect
    4          ->     Juggle
    qcf+1      ->     Juggle High
    d+3+4      ->     Stun
    ff+4       ->     Juggle
    SS+2       ->     Juggle
    SS+1+2     ->     Juggle High
    SS+3       ->     Stun Fall
    FC -> f+2  ->     Stun Fall
    b+3 -> 4   ->     Face-Up, Feet-Away
    db+1       ->     Face-Down, Feet-Towards
    df+1+2     ->     Push, Sparks?
    d+3, 2     ->     2nd hit combos
    d+4, 1     ->     2nd hit combos
    df+3, 1    ->     2nd hit combos
    1, 4       ->     2nd hit combos
    2, 3       ->     2nd hit combos
    2, 1       ->     2nd hit combos
    f+2, 1     ->     2nd hit combos
    2, d+3     ->     2nd hit combos
    db+4, 3    ->     2nd hit combos
    
    Example follow-up: 
    d+3+4 -> ff -> uf+4 -> df+1, 2 -> uf+1, 2, 3+4 Hit#: 7 Damage: 58
    qcf+1 -> uf+3 -> 1 -> 
    SS+1+2 -> df+1, 2 -> ff+3, 4, 3                Hit#: 7 Damage: 58
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    12) Okizeme:
    ------------
    ***Incomplete***
    - Okizeme (wake-up game) is a guessing game you play when you knock your 
      opponent off his feet in order to keep down.
    - Your objective is to guess how your opponent will get back on his feet.
    - Guessing right will either initiate a juggle or send your opponent back 
      to the ground for another okizeme.
    - A correct Okizeme play can mean that once your opponent falls to the
      ground you've one the match.
    - Your opponent has several options to get up (stand-up, roll-in, 
      roll-out, roll-back, attack, wait). Knowing which move fits which 
      option is essential.
    - Due to the nature of Anna's moves, guessing wrong could give your 
      opponent a free combo.
    - Recognising how your opponent falls to the ground is the key for an 
      effective Okizeme.
    - some types of falls restrict the wake-up options your opponents have. 
      Essentially narrowing your guess to an almost garuanteed outcome.
    - Your opponent will generally fall to the postion of (face-up, feet- 
      towards) you. In that position the opponent has most options.
    - Other types of falls are (Face-down, Feet-away), (Face-up, Feet-
      away) and (Face-Down, Feet-Towards). In these cases your opponent is 
      put at a severe disadvantage as you're almost garuanteed a juggle.
    - Learn moves or counter hits that put your opponent into these states.
    
    
    12.1) Wake-Up Options:
    ----------------------
    - Listed are the types of falls and the corresponding options/actions
      your oppoenent can take.
    
    12.1.1) Face-Up, Feet-Towards:
    -----------------------------
    - This is the general fall state, with the most options.
    - Offensive kicks are very interruptable.
    
    Face-Up,Feet-Towards###> Tech ###> (U) Stands-up
                         #         #
                         #         ##> (1/2) Roll-In 
                         #         #
                         #         ##> (3/4) Roll-Out
                         #         #
                         #         ##> (B) Roll-Back
                         #
                         ##> Evasive ###> (1) Roll-In ###> (F) Roll-Forward
                         #            #                #
                         #            #                ##> (B) Roll-Back
                         #            #
                         #            ##> (D+1) Roll-Out ###> (F)Roll-Forward
                         #            #                   #
                         #            #                   ##> (B) Roll-Back
                         #            #
                         #            ##> (F) Roll-Forward
                         #            #
                         #            ##> (B) Roll-Back
                         #
                         ##> Offense ###> (F) Spring-Forward
                                      # 
                                      ##> Kicks ###> (3) Low Kick Sweep
                                      #          #
                                      #          ##> (4) Mid Kick Knock-down
                                      #          #
                                      #          ##> D+(3/4) Low Kick Poke    
                                      #               
                                      ##> Hit Ground ###> (B+1+2) Fist Lunge
                                                      #
                                                      ##> (B+3+4) Kick Lunge
    
    12.1.2) Face-Down, Feet-Away:
    -----------------------------
    - There is a delay present between when opponent falls to first option.
    
    Face-Down, Feet-Away ###> Evasive ###> (U) Stands-up
                          #            #
                          #            ##> (B) Roll-Back
                          #            #
                          #            ##> (1) Roll-Out ###> (F) Roll-Forward 
                          #                              #
                          #                              ##> (B) Roll-Back
                          #
                          ##> Offense ###> (3) Low Kick Poke
                                       #
                                       ##> (4) Mid Kick Knock-down
    
    
    12.1.3) Face-Up, Feet-Away:
    --------------------------
    - This is the worst possible scenario for your opponent.
    - There is a delay present between when opponent falls to first option.
    - Getting hit in the 6 out of 7 options will render your opponent 
      standing with there back turned to you.
     
    Face-Up,Feet-Away ###> Evasive ###> (F) Roll-In BT 
                       #            #
                       #            ##> (B) Roll-Back BT
                       #            #
                       #            ##> (1) Roll-Out ###> (F) Roll-In BT
                       #                              #
                       #                              ##> (B) Roll-Back BT
                       #
                       ##> Offense ###> (3) Low Kick Sweep
                                    #
                                    ##> (4) Mid Kick Knock-down
    
    12.1.4) Face-Down, Feet-Towards:
    --------------------------------
    - This is the worst possible scenario for your opponent.
    - There is a delay present between when opponent falls to first option.
    - Getting hit in the 6 out of 7 options will render your opponent 
      standing with there back turned to you.
    
    Face-Up,Feet-Towards ###> Evasive ###> (F) Roll-In BT 
                          #            #
                          #            ##> (B) Roll-Back BT
                          #            #
                          #            ##> (1) Roll-Out ###> (F) Roll-In BT
                          #                              #
                          #                              ##> (B) Roll-Back BT
                          #
                          ##> Offense ###> (3) Low Kick Sweep
                                       #
                                       ##> (4) Mid Kick Knock-down
    _________________________________________________________________________
    
    12.2) Face-Up, Feet-Towards:
    ----------------------------
    - Listed are the options your opponent might pick, and the your 
      appropriate actions.
    
    12.2.1) Roll-Out:
    -----------------
    Before they hit the ground:
    1, 4         -> FN
    db+4, 3      -> Sweep (Face-Down, Feet-Away)
    
    As they hit the ground:
    qcf+4        -> Knock-down
    SS-In+2      -> FA
    SS-Out+2     -> FA
    SS-In+1+2    -> FA
    SS-Out+1+2   -> FA
    ff+3         -> Juggle
    
    After they start rolling:
    d+2          -> FA
    ff+3         -> Juggle
    df+4         -> FA
    d+3+4        -> FN
    d+4, 1       -> FA
    d+3, 2       -> Juggle
    b+1, 2, 2    -> Knock-down
    
    
    12.2.2) Roll-In:
    ----------------
    Before they hit the ground:
    1, 4         -> FN
    ff+4         -> FA
    b+3, 4       -> Sweep (Face-Down, Feet-Away)
    db+4, 3      -> Sweep (Face-Down, Feet-Away)
    
    As they hit the ground:
    qcf+4        -> Knock-down
    SS-In+2      -> FA
    SS-In+1+2    -> FA
    SS-Out+1+2   -> FA
    
    After they start rolling:
    d+3+4        -> FN
    d+2          -> FA
    d+3, 2       -> Juggle
    b+3, 4       -> Sweep (Face-Down, Feet-Away)
    db+4, 3      -> Sweep (Face-Down, Feet-Away)
    db+1         -> FA
    db+2, 4      -> FA
    d+4, 1       -> FA
    
    12.2.3) Roll-Back:
    ------------------
    Before they hit the ground:
    qcf+4        -> Knock-down
    d+2          -> Knock-down
    ff+4         -> Knock-down
    
    As they hit the ground:
    RC -> 2      -> Juggle
    d+4, 1       -> Juggle
    d+3, 2       -> Juggle
    db+4, 3      -> Juggle
    db+3         -> Knock-down
    df+4         -> Knock-down
    ff+3         -> Juggle
    FC -> f+1    -> Knock-down
    FC -> f+2    -> Knock-down
    
    12.2.4) Spring-Forward:
    -----------------------
    qcf+4        -> Knock-down
    fF+1+2       -> Knock-down
    f+4          -> Knock-down
    d+2          -> Knock-down
    RC -> 2      -> Juggle
    b+1, 2, 2    -> Knock-down
    FC -> f+2    -> (Face down, Feet Away)
    
    _________________________________________________________________________
    
    12.3) Special Falls:
    --------------------
    - Listed are the attacks that send your opponent into special falls.
    
    12.3.1) Face Up, Feet Away:
    ---------------------------
    Executioner                                     fF+2
    F+Blonde Bomb                                   fF+1+2
    MudSlide                                        db+3
    Right Handed Sweep                              FC -> f+2
    Twisting Rush -> Sweep                          df+3, 1, 4, 2 -> 4
    10 Hit combo#3                                  1,2,1,2,4,1,2,2,3+4,3
    Overhead Tackle (from Back)                     1+3/2+4
    Chin Bash                                       qcf+1+2 
     -> Reverse Arm Lock                             -> 1, 3, 2, 1
       -> Double Reverse Arm Lock                     -> 2, 3, 1+2, 3+4, 1+2
    
    12.3.2) Face down, Feet Away:
    -----------------------------
    Right Hand Stab                                 FC -> f+2
    Chaos Judgment -> Infernal Avalanche            b+3 -> 4
    Chin Bash                                       qcf+1+2 
     -> Arm Lock                                     -> 1+3, 4, 1+2
       -> Rolling Arm Lock                            -> 4, 3, 4, 3+4, 1+2
    
    12.3.3) Face-Down, Feet-Towards:
    --------------------------------
    Scarlet Rain (Counter Hit)                      db+1
    
    Example follow-up:                         
    Special Fall -> RC -> df+1, 2 -> df+1 -> ff+3, 4, 3    Hit#: 6 Damage: 43
    _________________________________________________________________________
    
    12.4) Okizeme-Loops for Special Falls:
    --------------------------------------
    - Timed right, repeated use of these moves will send your opponent back 
      to the floor in a Special Fall State.
    
    Roll-Back:
    db+3 -> db+3 -> FC -> f+2 -> fF+1+2
    Repeat: d+3,2 (Face Up, Feet Away)
    Repeat: fF+1+2 (Face Up, Feet Away/Face-Down, Feet-Towards)
    _________________________________________________________________________
    
    12.5) Okizeme Throw Follow-ups:
    ------------------------------
    - After these throws,  if the opponent does anything but wait, he'll 
      get juggled with d+4, 1.
    - Depending on timing, d+4 won't juggle, but put your opponent in a back
      towards you position.
    
    Elbow Smash                                     df, DF+1
    Torso Splitter (from Left)                      1+3/2+4
    Serpentine Arm Break (from Right)               1+3/2+4
    Chin Bash                      qcf+1+2
     -> Reverse Arm Lock             -> 1, 3, 2, 1
       -> Falcon Wing Squeeze        -> 3, 1, 4, 1+2, 1+2
       -> Falling Arm Break          -> 2, 1, 3, 4, 1+2
     -> Arm Lock                    -> 1+3, 4, 1+2
       -> Rolling Arm Lock           -> 4, 3, 4, 3+4, 1+2
       -> Arm Break Takedown         -> 1+2, 4, 3, 1+2, 1+2, 1+2
    
    Example:
    df, df+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3        Hit#: 6 Damage: 39
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    13) Strings:
    ------------
    - Strings are a  sequence of combos and moves that are linked together 
      thru Frame Advantage, and Frame Neutral states. Purpose is to 
      continuesly pressure your opponent.
    - Your objective is to force your opponent into either a crouch or 
      standing position.
    - Always start/continue a string with either a Low, or Mid attack.
    - When ending a combo with a crouch position, link into "Rising from 
      Crouch" Moves.
    - Minimize as much as possible "High" hitting moves.
    - Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep.
    - d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single 
      move that looks like a fake.
    - Know which moves end with Anna in a crouch state to initiate faster FC 
      or RC moves.
    - If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or 
      have a Reversal timed and hope it's a high or mid, non-elbow retaliation.
    - If you're in trouble in a crouching state, you can always High 
      Somersault Kick out of there. Problem is with the initial lag you can 
      be hit out of it with a normal punch... but it still looks cool if it works.
    - Also, High Somersault Kick works good as an escape. Say right after 
      a 1, 4.
    
    13.1) Getting Close:
    --------------------
    Stand ->        qcf+4           -> Crouch
    FC ->           f+2             -> Stand
    Stand ->        df+1+2          -> Stand
    Stand ->        uf+3            -> Stand
    Stand ->        ff+2H           -> Stand
    Stand ->        uf+4H,3L,4H,u/d -> SS
    Stand ->        uf+1H,3M,3+4MM  -> Stand
    Stand ->        ff+4MM          -> Stand/CAT
    
    Example Getting Close:
    String: qcf+4 -> FC -> f+2 -> uf+3
    Hit Level: MM -> M -> M
    
    13.2) String building blocks:
    ------------------------------
    Stand ->        df+2M           -> Stand
    Stand ->        df+4L           -> Stand
    Stand ->        df+1+2          -> Stand
    Stand ->        1H+4L           -> Crouch
    Stand ->        uf+4M           -> Crouch
    Stand ->        SS+2L           -> Crouch
    Stand ->        df+3M,2H,1H,4L  -> Crouch
    Stand ->        df+3M,2H,u/d    -> SS	
    Stand/RC ->     df+1M,2H        -> Stand
    Stand/FC/SS ->  d+4L,1H, u/d    -> Stand/SS
    SS/Move->       SS+1+2MM        -> Stand
    RC ->           4M              -> Stand
    
    Examples Strings:
    String: df+1,2 -> d+4,1, u/d -> SS+1+2 -> uf+1,3,3+4 -> 1,4 -> 4
    Hit Level: M, H -> L -> M, M -> H, M, MM -> H, L -> M
    
    String: df+3,2,1,4 -> uf+4 -> d+4,1,u/d
    Hit Level: M, H, H, L -> M -> L
    
    String: 1,4 -> 4 -> df+4 -> uf+1, 3, 3+4
    Hit Level: H, L -> M -> L -> H, M, MM
    
    13.3) Juggle Interrupt:
    -----------------------
    FC ->           dDF+2H          -> Crouch
    RC ->           2               -> Stand
    SS ->           df+2            -> Stand
    Stand ->        df+2M           -> Stand
    Stand ->        ff+3M           -> Stand
    Stand/FC/SS ->  d+3,2           -> Stand
    Stand/SS ->     db+3            -> Crouch
    Stand/SS ->     db+4,3          -> Crouch
    
    13.4) Throw Interrupt:
    ----------------------
    df+1 -> Throw
    d+4, 1, u/d -> Throw
    df+3, 2, u/d -> Throw
    df+3, 2, 1 -> Throw
    df+3, 1, 4 -> Throw
    df+3, 1, 4, 2, u/d -> Throw
    df+1, 2 -> Throw
    uf+1, 3 -> f+Throw
    d+1, 4 -> f+Throw
    db+2, 4 -> f+Throw
    
    13.5) Escaping:
    ---------------
    FC ->           Dbu+4           -> Crouch
    Stand/FC/RC/SS->ub+3            -> Stand
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    14) Special Games:
    ------------------
    - Special Games, or "Game" refers to a specific style of play. That can
      either be situational, or optional.
    
    14.1) Mix-up Game:
    ------------------
    - My favorite (and most effective) mix-up so far is d+4,1. Either let 
      the one hit or go into SS. Then either repeat, or go for SS+1+2 
      (VERY safe, abuse) or SS+2.
    - At any point, do a d+4, stop and then WS+1,2. Repeat df+1, or go to d+1
      or d+4. Occasionally, go for an uf+4 for a juggle. Or go for a throw.
      And if your SS+1+2 to Anna's left hits, you get a healthy juggle there 
      too worth +50 damage.
    - This can be started from long range by uf+4,3,4,u/d. Opponents have a 
      hard time reacting to this mix-up game. And you usually have a good 
      frame advantage even if they block. Plus, the best way for your 
      opponent to stop you is a d+1, and that's usually after your d+4. So 
      there's a spot to use an uf+4 to low cruch them.
    - Also, uf+1,3,3+4 is a superb way to cover ground or when you're in 
      doubt of what to do. Cause even if they block the 3+4, you still can 
      beat them to a d+1. And then into the d+4,1 game. uf+3 does the same 
      job, but is too slow.
    _________________________________________________________________________
    
    14.2) Wall Game:
    ----------------
    - Wall Carry is a combo designed spefically for the job of getting your 
      juggled opponent as close to the wall as possible, while ensuring that
      you don't lag afterwards in order to allow you continue punishing.
    - Wall punisher is the most damaging attack you can do to a wall stunned
      opponent.
    - On opponents downed near the wall, abuse df+4 and d+3. Or if they lay 
      still, d+3+4.
    
    Wall Carry:
    Launcher -> f+2 -> df+1 -> uf+1, 3, 3+4
    
    Wall Punisher:
    fF+3, 4, b+3 -> 3
    _________________________________________________________________________
    
    14.3) Crush Game:
    -----------------
    - Crush game consists of moves with Crush properties.
    - Anna's specialty is High Crush and Low Crush. 
    - Her High Crush moves are:
    
    Left Spin Low Kick to Right Uppercut            d/D+3, 2
    Left Spin Low Kick to High Right Kick           d/D+3, 4
    Severe Quake                                    db+4, 3
    Executioner                                     fF+2
    
    - Her Low Crush moves are:
    
    Quick Somersault Kick                           U/UF+4
    Imploding Star                                  f+4
    
    - Of those, the most you will use is (d+3, 2). On Counterhit, this will 
      combo for a juggle.
    - (db+4, 3) is risky, as you will get punished badly for it. However,
      getting a Counterhit will give you Anna's most damaging juggle.
    - (U/UF+4) is primarely used as an Anti-Low Wake Up move, which leads to
      very damaging juggles.
    _________________________________________________________________________
    
    14.4) Forced Choice Tactics Game:
    ---------------------------------
    - Forced Tactics is a method of forcing your opponent into a set of 
      limited choice of tactics. You're forcing him into a position with
      known possible outcomes.
    - Forced Tactics is done by allowing your opponent to block a move that
      will force them into a crouching position, or a severe frame advantage.
    - Here are Anna's Forced Choice Tactics tools:
    
    Ice Sickle                                      d+2 
    Executioner                                     fF+2
    Right Hand Stab                                 FC->f+2
    
    - Of those, Anna's main tool is Executioner (fF+2). Only disadvantage is
      that it hits High.
    - Once blocked, you can safely throw/attack.
    
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    15) Multi-Throw Escape:
    ------------------------
    - Number(s) denote actual opponent input
    - Number(s) in following bracket [N] is escape input button(s)
    
    15.1) King:
    -----------
    Pile Driver: Bends you over, locks your arm, and slams your head down
    Standing Heel Hold Combo: Grabs a leg and drags you
    qcf+2+3[2] ###> 1+2[1+2] ###> 1
                #
                ##> 1[1]
                #
                ##> 1+2[2]
    
    Arm Breaker Combo: Breaks elbow over shoulder
    qcf+1+4[1] ###> 1+2[1]
                #
                ##> 1+2[2] ###> 4
                #
                ##> 2[1+2] ###> 2[1]
                            #
                            ##> 1+3[2]
    
    Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder
    fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1]
                                             #
                                             ##> 3[2]
    
    Reverse Special Stretch Bomb Combo: Locks elbows and turns
    fDF+1+2[1+2] ###
    	       #
    fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1]
                   #                         #
    u/d -> 2+4[2] ##                         ##> 3[2]
    
    
    Mexican Magma Drive: Starts with spin hop
    3+4, 1+4[1] ###> 2+4[1]
                 #
                 ##> 3+4[2] ###> 1[1]
                 #	         #
                 #	         ##> 3[2]
                 #
                 ##> 1 ###>2[1] ###> 2[1+2]	          ##> 1+2[1] ###> 2+4[1]
                                 #	                  #
                                 ##> 1+2[1] ###> 3+4 ###> 1+2[1+2]
                                             #
                                             ##> 2 ###> 3+4[2] ###> 1###>2[1]
                                             #
                                             ##> 3[2]
    
    _________________________________________________________________________
    
    15.2) Nina Williams:
    --------------------
    Backhand Slap Combo: Grabs arm, back fists
    qcf+1+2[2] ###> 3[1+2]
                #
                ##> 2[2] ###> 1[2]
                #         #
                #         ##> 1[2]
                #
                ##> 1[1] ###> 3[1]
                          #
                          ##> 2[2]
    
    Betrayer: Steps backs, grabs and kicks leg
    qcb+1+4 ###> 2[2] ###> 1[1]
             #         #
             #         ##> 1[2]
             #
             ##> 1[1] ###> 3[1]
                       #
                       ##> 2[2]
    
    Crab Hold Combo: Grabs torso with legs
    qcf+3+4 ###>3[1]
             #
             ##> 4[2] ###> 3[1]
                       #
                       ##> 1[2]
    
    _________________________________________________________________________
    
    15.3) Anna Williams:
    --------------------
    Chin Bash: Grabs arm, back fists
    qcf+1+2[2] ###> 3[1+2]
                #
                ##> 1[1] ###> 3[1]
                #         # 
                #         ##> 2[2]
                #         #
                #         ##> 2[1+2]
                #
                ##> 1+3[2] ###> 4[2]
    			#
                            ##> 1+2[1]
    
    _________________________________________________________________________
    
    15.4) Bruce Irvin:
    -------------------
    Clinch: Grabs you, reverses sides
    f, dDF+2, 3[2] ###> 3+4[1]
                    #
                    ##> 4[2]
    
    Right Knee Kick: Grabs you, reverses sides, Knees you
    f, dDF+1, 4[1] ###> 1+2[1]
                    #
                    ##> 3[2] ###> 1[1] ###> 2
    _________________________________________________________________________
    
    #########################################################################
    _________________________________________________________________________
    
    16) Credits:
    ------------
    01) Khalid Al-Dhamer for allowing our weekly gathering at his place
    02) Ryuuko for his extreme patience with my bad temper
    03) Busterwolf for bringing to my attention additional King Multi-Throws
    04) Tekken Zaibatsu Forums
    05) Alichni <divine_fist@inbox.ru> for Bruce Irvin spelling fix
    06) Ayaz Noor <noor413@yahoo.com> for spelling error
    07) D3XT3R!^_~p at Tekken Zaibatsu for finding the 2nd Anna Just Frame
    
    
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    13.X) Set-Up Game:
    ------------------
    
    Treading Water to Chaos Judgement               fF+3M, 4M, b+3M (FA)
    Uppercut Jab                                    df+1MD, 2HD (FN)
    Ice Sickle                                      d+2M (FN, FRC)
    Fatal Attack Combo                              uf+1H, 3MD (FD, P)
            -> Hail Storm                                  -> 3+4MM (FN)
    Executioner                                     fF+2H (FA, GC)
    Assassin's Dagger                               dDF+1H (FN)
    
    
    
    Low Parry -> df+3,1   2nd hit combos
    
    Tech Catch/ Okizeme
    df+3,1,4,2,4 -> b+1,2 -> d+4,1,U_D -> Tech Catch_Okizeme -> ff+3,4,3_D+3+4
    
    
    Low Block -> Buffer f+2 -> FDFA -> Okizeme -> Juggle
    ex.
    Kazuya Spinning Demon
    Paul Bull Dozer