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)
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Version 5.0       23th May 2005   (Key, Move List, Just Frame Input, 
                                   Errors)
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Version 4.6       28th March 2005 (Crouch Cancel, Errors fixed,Special 
                                   Properties)
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Version 4.5       14th March 2005 (Counter Hits, Strings, Crouch Cancel, 
                                   Mix-up, Special Properties, Moves,
                                   Wall Game)
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Version 4.0       15th March 2005 (Formatting, Intros, Anna, Move list, 
                                   Double Slap, Juggles, Okizeme, Counter
                                   Hits, Key, 17 Hit Combo)
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Version 3.5       14th March 2005 (Counter Hits, Juggles OTG, Okizeme)
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Version 3.0       13th March 2005 (Anna, Okizeme, Special Properties)
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Version 2.2       12th March 2005 (Multi-Throws, Credits, Fixed Errors)
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Version 2.1       11th March 2005 (Anna, Guard Breaker, comboable 
                                   characters, Strings)
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Version 2.0       10th March 2005 (Fromatting, Win Poses, Double Slap,
                                   Special Properties, Combos, King 
                                   Throws, Bruce Throws)
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Version 1.0       5th March 2005
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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
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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"

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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
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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

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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)

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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)

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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

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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)

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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

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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

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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

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03.9) Reversal:
---------------
- Cannot catch elbows, knees, shoulders, and low hits.

Attack Reversal                                 b+1+3/b+2+4

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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

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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

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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!
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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
 
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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

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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)
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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
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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
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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

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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


_________________________________________________________________________

#########################################################################
_________________________________________________________________________

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