Tekken 5
Anna FAQ
Submitted by scarlet_puppy in 2008

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TABLE OF CONTENTS:
-------------------------------
1) Why write a FAQ on Anna?
2) Annaís relative tier ranking.
3) Anna is not a clone of Nina!
4) Key
5) Pros and cons.
6) Profile and interludes.
7) Moves and their properties.
8) Credits
									

1) Why write a FAQ on Anna?
There are two main reasons that I am doing this. Firstly, I have been 
interested in writing an FAQ for a while, so why not start with a 
character in what is, in my opinion, one of the best fighting 
games ever made?

The second reason is that I think that Anna is underrated. She may 
not be the best character in the game, but she is definitely fun 
to play as, and she has some very useful tactics for you to use. 
Now, before I start, Iíd like to say this: Tekken 5 is a game, it 
is meant to be fun, so donít get frustrated if you lose. This FAQ 
is intended to allow you to have more fun with the game. By the way,
this is my first every FAQ, so if there are any mistakes or whatnot
in it, I apologise in advance.
									

2) Annaís relative tier ranking.

In Tekken 5, Anna is generally considered by most people as an upper-mid tier 
character, a little below Kazuya and Heihachi. However, some people debate 
that her tier ranking should be higher or lower. For instance, some Japanese 
players claim that she is top tier, while others think that this rating is too 
high. In my personal opinion, Anna is upper-mid tier as the majority of people 
say she is. If you want the highest chance of winning, go pick Steve or Devil 
Jin. If you just want to have fun, read on.
									
		

3) Anna is not a clone of Nina!

I realise that most people will already know this and act accordingly, but 
some people just donít seem to be able to understand it. Those people dismiss 
Anna as a clone of Nina, which is completely erroneous and foolish. Yes, they 
could be considered clones of each other in Tekken 1 and 2, possibly Tekken 3 
as well, but this is Tekken 5, and Namco have done a good job of 
differentiating the two characters. They still share some moves, but they have 
just as many, if not more, which they have but the other doesnít. By the way, 
in terms of tiers, Nina completely blows Anna out of the water, but I think 
that Anna is more fun to play as. Sorry if this seems pointless, but I just 
wanted to clear it up once and for all. Onto the next section.
									

4) Key

From this moment onwards, I will be using the notations in this section to 
describe the 
moves. I would recommend that you read this section.

Left Punch: 1	Right punch: 2		Move Forwards: f	Move 
Backwards: b
Left Kick: 3    Right Kick: 4		Jump: u                       Crouch: c

Sidestep: SS		From crouch: FC	Rise from crouch: RC	    
Quarter circle forward: qcf		Back towards opponent: BT	
	
Chaos Judgement: CJ		PS: During Palm Strike	
SRAL: During Standing Reverse Arm Lock  	AS: During Arm Sprain

Hit levels: High: H	Middle: M	Low: L
							
		
5) Pros and cons

Just like almost any other character in fighting game history, Anna has 
strengths and weaknesses which help or hinder her respectively. Therefore, I 
feel it is best to go through them with you.

Pros:
The first of Annaís strengths is that she has a very good poking game. For 
almost any situation, Anna has some good pokes to chip away at the opponent. 
Two particularly good pokes are df+1,2 and df+4, which I regularly use in 
matches.

Anna also has a good throw game. Although not as extensive as Ninaís, she has 
quite a few chain throws, and if you can remember how to do them, the rewards 
are very sweet indeed.

But Annaís best strength must be her juggling ability. She has many launchers 
up her sleeve from places you wouldnít expect, and from there she can use her 
array of combos and mix-ups to deal devastating damage.

Anna also has a great wall game. She has many good moves for pushing your 
opponent towards the wall, and from there she has some tactics which will deal 
out a big wedge of damage, the most well known example being ff+3,4,3b to CJ 
f+3.

Finally, Anna has some very strong crouch options. She has many different 
moves she can do, all of which have several advantages in using them. Couple 
this with her bountiful amount of mix-ups and your opponent will be left 
baffled as to what to do.

Cons:
That isnít to say that Anna is a perfect fighter. Although she is brilliant 
short-range, her long-range arsenal leaves a lot to be desired. As well as the 
fact that these long-range moves are quite scarce, most of them are generally 
either slow to execute, or highly punishable when blocked. This means that 
characters with more range, such as Paul and the Mishimas, can hit Anna easily 
from places where she cannot retaliate as effectively.

Also, while her wall game and juggling are both spectacular, her oki is not 
very good. 
She has a couple of useful tools, such as db+3 and db+4,3, but these are 
generally only effective if the opponent doesnít know Annaís movelist very 
well. Otherwise, she cannot do that much in terms of effective oki.

Similarly, she does not have many reliable tech traps, meaning there is little 
to discourage your opponent from tech rolling.

Finally, she doesnít have any moves that you can abuse, such as Ninaís uf+1. 
You have to use a wide variety of different moves, which is harder for some 
people than it is for others.

These flaws in her character can be overcome if she is used correctly, but if 
you ignore them then your opponent will catch on and thrash you. Well, OK, the 
A.I. in this game wonít, but your friends certainly will.
									

6) Profile and interludes

Name: Anna Williams.
Country of origin: Ireland.
Fighting Style: Bone Martial Arts (or Koppo) and Aikido.
Age: 22 (technically 41 but kept in cryosleep for 19 years)
Blood Type: A
Height: 5í4íí
Weight: 108lbs.

Prologue:
Anna Williams. A woman who always fought with her sister, Nina. Nina vanished 
a few years ago, and Anna felt something was missing from her life. Then she 
got a call- from Nina. Anna met Nina a few days later and the moment she saw 
her sister, shots were fired. The ensuing fight lasted for days. In the end, 
they agree to settle things in the King of Iron Fist Tournament 5. Anna 
screams, ĎThat *****! This time, sheís dead!í

Stage 4: Lee
Anna: Well, itís certainly an honor to meet you, Mr. Lee Chaolan.
Lee: (bows) The pleasure is all mine, lovely lady Williams.
Anna: OhÖ when I imagine your beautiful face straining in pain, I just get 
chills.

Lose Scenario:
(Anna is lying unconscious. Lee has his foot on her.)
Lee: Whatís the matter princess? Whereís that attitude of yours now?

Win Scenario:
(Anna is sitting on top of Lee, who is kneeling down.)
Anna: (laughs) Squeal like the little piggy you are! (Starts slapping his 
butt. Lee screams.) Come on!

Stage 7: Nina
Nina: Itís really a shame. This is the last time Iím going to see your face.
Anna: So youíve finally decided to show up. This time I will kill you!

Win Scenario:
(Nina is lying on the floor.)
Nina: What are you waiting for, kill me.
Anna: Nina, youíre pathetic. That didnít satisfy me at all. I refuse to kill 
you.
Nina: (starts hitting the ground and shaking her head) You *****!
Anna: (laughs) That look is priceless.

Epilogue:
After being inspired by their sibling rivalry, a movie director insists on 
casting them in an upcoming film. ĎWith that witch?í Despite her deep hatred 
of her sister, she realises that this is a chance she canít pass up.
									
		
7) Moves and their properties

Before I start explaining how all of the moves work, Iíll tell you how itís 
going to be laid out and explain. It will look like what is below.

Move name: What the move is called. 
Move command: What buttons you have to press to do the move.
Hit Level: Where the attacks hit (high, medium or low).
Damage dealt: You can probably guess.
Move analysis: Basically how useful the move is and what for.

With throws, it is similar, except that Hit Level is replaced with this:

Position from opponent: Where you are in comparison with your opponent. If you 
are facing them, itís listed as front, on their left, left, on their right, 
you get the idea.

Also, there will be this extra section:

Escape: The button you need to press to escape the throw.


Right, now that thatís out of the way, letís do some move analysis.

Standing Attacks:

Move name: Left right combo.
Move Command: 1, 2
Hit Level: H, H
Damage dealt: 4, 10
Move analysis: Two quick punches to the head. Sure, it may not do much damage, 
but itís safe on block and can be a good poking tool, as long as you donít use 
it too often, for then your opponent will start crouching to avoid it.

Move name: Left Right to Left Low Kick
Move Command: 1, 2, 3
Hit Level: H, H, L
Damage dealt: 4, 10, 10
Move analysis: This move is a simple but effective mix-up. If your opponent 
manages to block the first two punches, they will have to react quickly in 
order to block the low kick which follows. Use it to try and catch your 
opponent off-guard.

Move name: Jab Combo roundhouse.
Move Command: 1, 2, 4
Hit Level: H, H, H
Damage dealt: 4, 10, 22
Move analysis: This move is very easy to block or avoid, because all three of 
the moves hit high. However, this move can be good if you want an effective 
way to end a juggle with some good damage.

Move name: Jab Low Kick
Move Command: 1, 4
Hit Level: H, L
Damage dealt: 4, 8
Move analysis: This move is a lot like 1, 2, 3, except with one less punch. 
Basically, this acts as a good but simple mix-up to confuse your opponent.

Move name: Left Right Left Combo
Move Command: 1, 2, 1
Hit Level: H, H, H
Damage dealt: 4, 10, 7
Move analysis: Treat this move like you would treat 1, 2, except there is an 
extra punch. In other words, use it sparingly.

Move name: Left Right Left to Frost Needle.
Move Command: 1, 2, 1, 4
Hit level: H, H, H, H
Damage dealt: 4, 10, 7, 21
Move analysis: Donít even think about using this move if your opponent is 
standing. They will undoubtedly block the last kick, which leaves you 
massively open to attack. However, this move makes a good juggle ender for an 
extra dollop of damage.


Move name: Jab Combo Low Kick.
Move Command: 1, 2, 1, d+4
Hit level: H, H, H, L
Damage dealt: 4, 10, 7, 8
Move analysis: This is a lot like 1, 2, 3 and 1, 4, except that there are more 
punches. 
Just like with those two moves, it makes a good simple mix-up to use 
occasionally.

Move name: Right Left Combo.
Move command: 2, 1
Hit level: H, H
Damage dealt: 10, 6
Move analysis: Like 1, 2, this move acts as a good poking tool if used in 
moderation. 
However, it is slightly slower, giving your opponent more time to react.

Move name: Biting Snake (short)
Move command: 2, 1, 4
Hit level: H, H, L
Damage dealt: 10, 6, 8
Move analysis: Yet another move involving two punches and a low kick. Again, a 
simple mix-up that can work well if used occasionally.

Move name: Jab Roundhouse
Move command: 2, 4
Hit level: H, H
Damage dealt: 10, 22
Move analysis: Like 1, 2, 4, except without the first punch. Easy to block or 
avoid, but can be good for juggling.

Move name: Jab Left Kick
Move command: 2, 3
Hit level: H, H
Damage dealt: 10, 20
Move analysis: A simple punch followed by a kick to the head. It is very 
quick, making it effective for poking and safe on block, but it is also easy 
to dodge by crouching. Use with caution.

Move name: Jab Sweep.
Move command: 2, d+3
Hit Level: H, L
Damage dealt: 10, 10
Move analysis: Think 1, 4, except with the limbs switched. Look at that move 
to see when to use it.

Move name: Head Ringer.
Move command: 3, 4
Hit Level: H, H
Damage dealt: 25, 15
Move analysis: I like this move. If they get hit by the first move, they will 
most likely also get hit by the second. Also, this is good for pushing your 
opponent towards the wall. Donít use it too often though, or your opponent 
will catch on and punish you.

Move name: Spike combo to left uppercut.
Move command: 3, 3, 2
Hit Level: H, L, M
Damage dealt: 25, 10, 10
Move analysis: This is a very useful move indeed. As well as being a good mix-
up and causing a good deal of damage, the final hit acts as a good launcher, 
and from there you can do some juggling, with devastating effects on your 
opponentís health.

Move name: Spike Combo to Right High Kick
Move command: 3, 3, 4
Hit Level: H, L, H
Damage dealt: 25, 10, 20
Move analysis: This is also a very good move. It causes a lot of damage if you 
can get all three hits in, but unlike 3, 3, 2, it doesnít have launching 
capabilities. Also, the final hit is easier to avoid since it hits high rather 
than middle.

Move name: Right High Low Spin Kick
Move command: 4, 3
Hit Level: H, L
Damage dealt: 15, 15
Move analysis: This is a nice move to use in conjunction with others. It is 
fast, relatively safe on block, and it is very hard to block both attacks.

Move name: Right Left Combo.
Move command: f+1, 2
Hit Level: H, H
Damage dealt: 12, 6
Move analysis: This move is almost identical to 2, 1. The only difference is 
that the first hit causes 12 damage instead of 10.

Move name: Right Left Combo to Frost Needle.
Move command: f+2, 1, 4.
Hit Level: H, H, H
Damage dealt: 12, 6, 21
Move analysis: The same as 1, 2, 1, 4 except without the first punch. 
Depending on the position of your opponent in the air, this may be better for 
juggling that 1, 2, 1, 4. 
Just like with 1, 2, 1, 4, you shouldnít use it when the opponent is standing.

Move name: Biting Snake (short)
Move command: f+2, 1, d+4
Hit Level: H, H, L
Damage dealt: 12, 6, 8
Move analysis: The same as 2, 1, d+4, except the first hit does more damage 
here. If only because of that, I would recommend using this move instead of 2, 
1, 4. 

Move name: Head ringer
Move command: f+3, 4
Hit Level: H, H
Damage dealt: 28, 15
Move analysis: The first move knocks your opponent to the ground, so that the 
second hit will miss. It is good for pushing your opponent towards the wall, 
but I would recommend using 3, 4 instead, since it does more damage and 
without losing any other benefits.

Move name: Imploding Star
Move command: f+4
Hit Level: M
Damage dealt: 25 (37 if clean hit)
Move analysis: One of Annaís better long-range moves. It isnít very safe on 
block, but it is great for pushing your opponent towards the wall, especially 
on counter hit. I would recommend doing this move sparingly so that the 
opponent doesnít expect it, possibly even getting a counter hit as well.

Move name: Blonde Bomb
Move command: f+1+2 
Hit Level: M
Damage dealt: 20 (30 if clean hit)
Move analysis: Ah, the famous blonde bomb. Essentially, this move hasnít 
changed much. This is a good move to do long-range, so that the opponent will 
not be able to attack as quickly if they block. Also it is good for getting 
the opponent close to the wall.

Move name: Uppercut Jab
Move command: df+1, 2
Hit Level: M, H
Damage dealt: 10, 13
Move analysis: This is not only one of Annaís best poking tools, but one of 
the best in the entire game. The first hit interrupts crouching opponents, it 
is very safe on block, and it occurs very quickly. Overall, this move is 
great; use it often.

Move name: Radiant Arch
Move command: df+1, 2, 3
Hit Level: M, H, H
Damage dealt: 10, 13, 17
Move analysis: The last kick acts as a launcher, which can have good shock 
factor, but the kick is also slow, meaning it is not very safe on block. I 
occasionally like to use it in juggling, but I wouldnít recommend using it all 
the time.

Move name: Cutting Crescent
Move command: df+1, 2, 4
Hit Level: M, H, H
Damage: 10, 13, 22
Move analysis: If you want a good move to end your juggle in style, this is 
definitely it. You can also use it while the opponent is standing if you like, 
although be away that the last hit will likely be blocked. If it does hit, it 
sends your opponent flying, which means you can get a counter hit when they 
run at you. Overall, this is a pretty great move.

Move name: Step-in Uppercut
Move command: df+2
Hit Level: M
Damage: 15
Move analysis: This is a very useful move, this is. It has more range than 
most characterís df+2, making it more useful for long-range opponents. It acts 
as a simple launcher, and interrupts crouching opponents. I use this move very 
often during matches, due to the simplicity and effectiveness.


Move name: Leg Slicer Combo
Move command: df+3, 1, 2
Hit Level: M, H, H
Damage dealt: 10, 10, 6
Move analysis: A mid kick followed by two punches. I donít really use this 
move very often. It can be a good poking tool, but she has many others which 
are more effective. The second hit takes a while to do, giving the opponent a 
chance to break the combo. Ultimately, this move isnít very good.

Move name: Twisting Rush
Move command: df+3, 1, 4, 2
Hit Level: M, H, H, H, H
Damage dealt: 10, 10, 15, 12
Move analysis: This moves forces your opponent to continuously block provided 
that the second attack hits. With luck they might let their guard down. I 
wouldnít recommend leaving it like this, however. For best results, you should 
always follow up with a fifth hit.

Move name: Twisting Rush Sidestep
Move command: df+3, 1, 4, 2, u/b
Hit Level: M, H, H
Damage dealt: 10, 10, 15
Move analysis: The fourth hit is stopped shortly before impact, and then is 
followed 
by a sidestep. This is good for confusing your opponent and being evasive.

Move name: Twisting Rush High Kick
Move command: df+3, 1, 4, 2, 3
Hit Level: M, H, H, H, H
Damage dealt: 10, 10, 15, 12, 20
Move analysis: Since the last four attacks all hit high, chances are all of 
them will be blocked easily. Add in that it isnít very safe on block and 
youíll find that this move isnít all that great.

Move name: Twisting Rush Sudden Storm
Move command: df+3, 1, 4, 2, uf+3
Hit Level: M, H, H, H, M
Damage dealt: 10, 10, 15, 12, 25
Move analysis: Hmm. This move isnít brilliant. The final hit will most likely 
be blocked, leaving you in a bad way. Donít rely too much on this move.

Move name: Twisting Rush Sweep
Move command: df+3, 1, 4, 2, 4
Hit Level: M, H, H, H, L
Damage dealt: 10, 10, 15, 12, 22
Move analysis: This is more like it. After the opponent has blocked the first 
four hits, they have the fifth low kick to contend with. This move is good for 
catching your opponent off-guard. I use it quite often.

Move name: Twisting Rush Blonde Bomb
Move command: df+3, 1, 4, 2, 1+2
Hit Level: M, H, H, H, M
Damage dealt: 10, 10, 15, 12, 20 
Move analysis: So the first four hits now have a blonde bomb tacked onto the 
end. If your opponent has been hit by the previous attacks, by all means use 
this to push them towards the wall. Otherwise, they will likely block this 
move.

Move name: Creeping Snake.
Move command: df+3, 2
Hit Level: M, H
Damage dealt: 10, 12
Move analysis: I wouldnít recommend using just these two hits on their own, 
although they can be good for poking. Use one of its follow-ups for maximum 
effect.

Move name: Creeping Snake Sidestep.
Move command: df+3, 2, u/b
Hit Level: M, H
Damage dealt: 10, 12
Move analysis: So basically the two hits are followed by a sidestep. This is 
good for confusing your opponent, but donít keep using it over and over, 
because then they will catch on and punish you.

Move name: Creeping Snake.
Move command: df+3, 2, 1, 4
Hit Level: M, H, H, L
Damage dealt: 10, 12, 6, 8
Move analysis: This is a very good mix-up to try and trick your opponent. 
Unless your opponent is very skilled, at least one of these will hit. I 
recommend this move, especially if you want to try and open up room for a 
launcher.

Move name: Creeping Snake to Roundhouse
Move command: df+3, 2, 4
Hit Level: M, H, H
Damage dealt: 10, 12, 22
Move analysis: This move is better than 1, 2, 4 because the first move hits 
middle rather than high. The last hit is still susceptible to being crouched 
though, so the move isnít very safe. Donít bother with it.

Move name: Creeping Snake to Left Kick.
Move command: df+3, 2, 3
Hit Level: M, H, H
Damage: 10, 12, 20
Move analysis: This is one of Annaís better pokes. All of the three attacks 
are very quick and safe on block. This is best used alongside other pokes.

Move name: Creeping Snake to Left Low Kick.
Move command: df+3, 2, d+3
Hit Level: M, H, L
Damage: 10, 12, 10
Move analysis: Yet another deceptive mix-up. I really like this move, because 
it has all the good characteristics of pokes as well as mix-ups.

Move name: Approaching Storm
Move command: df+3, 3, 3, 1
Hit Level: M, H, H, H
Damage: 10, 6, 8, 14
Move analysis: Although it is quick and the last hit launches, this move isnít 
very good due to the fact that it is so predictable and therefore can be 
avoided with incredible ease. It isnít really worth it.

Move name: Flash Kicks
Move command: df+3, 3, 3, 4
Hit Level: M, H, H, H
Damage: 10, 6, 8, 15
Move analysis: Likewise, this move is also very predictable and easy to block. 
You might get one or two hits, but good luck getting them all.

Move name: Mid Head Ringer
Move command: df+3, 4
Hit Level: M, H
Damage: 10, 15
Move analysis: Think 3, 4, except that the first hit is middle instead of high 
and is weaker. It is good for pushing your opponent towards walls, and the 
first hit canít be ducked. This is a nice move to use if you donít like the 
risks of 3, 4.

Move name: Wine Opener
Move command: df+4
Hit Level: L
Damage: 10
Move analysis: This move is a lot better than it looks. Sure, the range isnít 
great, and it does little damage, but it also acts as a good fast poke, 
especially since it hits low, and also it gives frame advantage on a 
successful hit. I like this move a lot.

Move name: Guard Breaker
Move command: df+1+2
Hit Level: M
Damage: N/A
Move analysis: This move is used to give you frame advantage. It hits both 
standing and crouching opponents. Add in that it is unblockable and you have a 
great move for giving you advantage, enough for a free df+2. This move is also 
one of Annaís few reliable tech traps.

Move name: Low Jab Rising Kick
Move command: d+1, 4
Hit Level: M, M
Damage: 5, 15
Move analysis: Yet another useful poke in Annaís arsenal. This time around it 
can catch your opponent unawares, and is useful when used with other pokes.

Move name: Ice Sickle
Move command: d+2
Hit Level: M
Damage: 15
Move analysis: As well as being good for interrupting crouching opponents, 
this move is also good for providing frame advantage. It can also be used in 
conjunction with other such moves, such as df+4.

Move name: Left Spin Low Kick to Right Uppercut
Move command: d+3, 2
Hit Level: L, M
Damage: 12, 12
Move analysis: The last move is an effective and simple launcher. Add in the 
fact that this move is a good mix-up and you have a very useful tool here. 
Also, if your opponent is lying down, the d+3, lifts your opponent into the 
air, giving you a chance to do some quick juggling. I use this move very 
frequently.

Move name: Left Spin Low Kick to High Right Kick
Move command: d+3, 4
Hit Level: L, H
Damage: 12, 15
Move analysis: The effectiveness of this move depends on how skilled your 
opponent is. Against A.I. or unskilled opponents, both moves will hit and mess 
with your opponentís strategy. With skilled players, if they get hit by the 
first move, they will stay crouched so that the second will whiff, giving them 
a lot of advantage. Use at your own risk.


Move name: Bloody Scissors
Move command: d+1+2
Hit Level: M
Damage: 50
Move analysis: Most characters have at least one powerful unblockable. Anna 
has the privilege of having two, this being one of them. Like with most 
unblockables, it takes 
a while to charge up, thus limiting the usefulness greatly. I donít use this 
very often for that very reason, but it really depends on your playing style.

Move name: Low Kick Spin Punch
Move command: d+4, 1
Hit Level: L, H
Damage: 7, 10
Move analysis: Guess what, itís another basic mix-up. It works well though, 
and can be very good for confusing the opponent.

Move name: Low Kick Spin Punch to Sidestep
Move command: d+4, 1, u/b
Hit Level: L
Damage: 7
Move analysis: Like with other similar moves, the second hit is stopped 
halfway and then a sidestep follows. Good for evasive play if you are a turtle.

Move name: Low Kick Spin Punch to Bloody Scissors
Move command: d+4, 1, d+1+2
Hit Level: L, H, M
Damage: 7, 10, 50
Move analysis: If you have read the move analysis for Bloody Scissors, you 
will know that I donít use powerful unblockables very often due to the large 
charge up time. But it really depends on your playing style.

Move name: Heel Grind
Move command: d+3+4
Hit Level: L
Damage: 15
Move analysis: This is one of Annaís few useful oki tools. For some reason you 
can also do this while the opponent is standing. Anyway, if it connects, Anna 
rubs her foot in and forces the opponent down, and if youíre quick long enough 
for another d+3+4. 
This move is good if your opponent is very close-up while lying down.

Move name: Scarlet Rain
Move command: db+1
Hit Level: M
Damage: 22
Move analysis: This is a very cool looking move, and also has good use in 
certain situations. If this hits counter, your opponent is forced to the 
ground with their legs towards you, in the perfect position for some oki. If 
it doesnít hit counter or is blocked, I would recommend using one of the 
follow-up moves.


Move name: Scarlet River
Move command: db+1, 1
Hit Level: M, L
Damage: 22, 15
Move analysis: So the first hit is now followed by an arm going the other way. 
One thing I found was that the move leaves you open even if you hit your 
opponent properly. If you want to use it, do a quick poke afterwards to stop 
your opponent attacking you.

Move name: Scarlet Spout
Move command: db+1, 4
Hit Level: M, M
Damage: 22, 15
Move analysis: The second hit acts as a launcher. Not as good as df+2 or d+3, 
2 or anything, but a launcher nonetheless. It also hits opponents lying down, 
such as if the first hit is counter. This move isnít too bad, but be wary that 
it isnít safe at all.

Move name: Low Jab Rising Kick
Move command: db+2, 4
Hit Level: M, M
Damage: 8, 15
Move analysis: Almost exactly like d+1, 4, except with the other arm. Good for 
use in poking, especially if you are against someone who likes to crouch.

Move name: Mudslide
Move command: db+3
Hit Level: L
Damage: 17
Move analysis: Definitely one of Annaís more useful oki tools. This moves 
tracks to the left as well. If your opponent is down and has to stay there for 
a couple of seconds itís worth doing this move. But NEVER use this move while 
the opponent is standing, because they will punish you badly.

Move name: Severe Quake
Move command: db+4, 3
Hit Level: L, L
Damage: 18, 16
Move analysis: Arguably Annaís best oki move. This is a lot like db+3 except 
with two hits. This is a very good move to use for extra damage after a 
juggle, or even on its own. Like with db+3, you should never use this move 
while they are standing, otherwise they get massive frame advantage upon 
blocking it.

Move name: Hunting Swan
Move command: db+1+2
Hit Level: M
Damage: 95
Move analysis: The second of Annaís powerful unblockables, and her most 
damaging move in the game. It takes surprisingly little time to charge up 
also, but it still takes long enough for it to be interrupted with ease. For 
that reason, I donít use this, or any other unblockables, very often at all.

Move name: Hunting Swan Cancel
Move command: db+1+2 uu
Hit Level: N/A
Damage: N/A
Move analysis: So basically the move is cancelled. I suppose it might keep 
your opponent guessing, but really this move seemsÖ not very useful.

Move name: Cross Cut Saw
Move command: b+1, 2, 2
Hit Level: M, H, M
Damage: 10, 10, 24
Move analysis: This move has replaced Annaís old b+1, 1, 1. This move is more 
style than substance, which may be clichť, but itís true. It is easy to block, 
predictable and not very safe. I wouldnít bother using it.

Move name: Double Slap
Move command: b+2, 2
Hit Level: H, H
Damage: 15, 18
Move analysis: This move has many disadvantages. It is slow and easy to block, 
and also very easy to punish when blocked. Also, be aware that women opponents 
can return the slap by pressing b+2. Although this move does turn your 
opponentís back towards you, giving you a free combo, the risks outweigh the 
benefits.

Move name: Chaos Judgement
Move command: b+3
Hit Level: N/A (Stance)
Damage: N/A
Move analysis: This stance is quite good. It has five moves which can be done 
from it, and it also has the ability to reverse throws. Use this stance in 
moderation, for it can be good for keeping yourself unpredictable. As a side 
note, this used to be b+4. Why they switched it I donít know. 

Move name: Infernal Storm
Move command: CJ 1
Hit Level: H
Damage: 14
Move analysis: Itís the 1 off of df+3, 3, 3, 1. On its own, it is a good 
launcher. It hits high, but it isnít too bad when blocked, so this move might 
be worth trying.

Move name: Picking Heel
Move command: CJ 3
Hit Level: M
Damage: 21
Move analysis: This move is not only good for pushing towards walls, but it 
also acts as good for wall comboing. Basically this move is good for anything 
involving walls.

Move name: Infernal Avalanche
Move command: CJ 4
Hit Level: L
Damage: 12
Move analysis: This move isnít very safe on block, but if you can convince 
your 
opponent that you will go high from numerous tactics, it will force them to 
the ground for a free db+4, 3. This move is a big gamble, but it may pay off.

Move name: Forward Roll
Move command: CJ f
Hit Level: N/A
Damage: N/A
Move analysis: Does exactly what it says on the tin. Using this move on its 
own isnít very useful. I prefer to use the following move.

Move name: Rolling Stone
Move command: CJ f+3
Hit Level: M
Damage: 27
Move analysis: This is more like it. This move can be used for some great wall 
combos, especially if used as the final move. Very useful indeed.

Move name: Fatal Attack Combo
Move command: uf+1, 3
Hit Level: H, M
Damage: 10, 16
Move analysis: This is a nice poking tool. The final hit gives frame 
advantage, 
although not as much as in previous games. Nonetheless, this is still good for 
poking.

Move name: Hail Storm
Move command: uf+1, 3, 3+4
Hit Level: H, M, M, M
Damage: 10, 16, 10, 10
Move analysis: This is yet another good move for pushing your opponent towards 
the wall. What is particularly cool is that if the second attack connects, the 
next two hits are guaranteed to hit because of the frame advantage.

Move name: Sudden Storm
Move command: uf+3
Hit Level: M
Damage: 25
Move analysis: This move acts as a good low crush, and also when it is blocked 
she lands further away from the opponent, limiting the ways in which she can 
be 
punished. However, it is also very slow, meaning that it is not very effective 
against opponents, since they have a lot of time to react.

Move name: Can Opener
Move command: uf+4, 3, 4
Hit Level: H, L, H
Damage: 20, 10, 14
Move analysis: Treat this as d+3, 4 with an extra high kick. Itís a cool mix-
up to try and let your opponentís guard down, but donít do it too often or 
they will punish you.

Move name: Can Opener
Move command: uf+4, 3, 4, u/b
Hit Level: H, L, H
Damage: 20, 10, 14
Move analysis: Like with the other moves involving sidesteps afterwards, good 
for evasive play and confusing your opponent.

Move name: Quick Somersault Kick
Move command: UF+4
Hit Level: M
Damage: 22
Move analysis: I like this move. It is relatively safe on block, and also acts 
as quite a good launcher. I use it fairly often during fights.

Move name: Executioner
Move command: ff+2
Hit Level: H
Damage: 21
Move analysis: Almost too good for words. This move tracks entirely to the 
left and right, making sidestepping completely useless. This move also gives 
frame advantage on block, making it a turtleís nightmare. The only thing 
stopping it being completely broken is that it hits high, meaning it can be 
avoided by ducking. Oh well, you canít have everything.

Move name: Treading Water
Move command: ff+3, 4, 3
Hit Level: M, M, M
Damage: 20, 15, 15
Move analysis: This move is known as Annaís ultimate juggle ender, and with 
good 
reason. It can also be used for setting up damaging wall combos.

Move name: Treading Water to Chaos Judgement
Move command: ff+3, 4, b+3
Hit Level: M, M, M
Damage: 20, 15, 15
Move analysis: This move is even better. As well as all of the benefits of the 
previous move, you can follow up with a move such as CJ f+3, which makes for a 
devastating wall combo, or even a great wall carry. Abuse this move.

Move name: Treading Water to Hunting Swan
Move command: ff+3, 4, b+3: 1+2
Hit Level: M, M, M, M
Damage: 20, 15, 15, 50
Move analysis: If youíve read most of my FAQ up until now, you will know that 
I do not particularly like powerful unblockables due to the charge-up time. 
Again I wouldnít recommend it, but itís up to you.

Move name: Falling Heel
Move command: ff+4
Hit Level: M
Damage: 20
Move analysis: This move is bad. Period. It may hit grounded opponents, but it 
is also really slow, easy to block and punishable.

Move name: Falling Heel to Chaos Judgment
Move command: ff+4, b
Hit Level: M
Damage: 20
Move analysis: This move is better because you can retaliate quickly if the 
move is blocked, but really you should use ff+3, 4, b+3 instead.

Move name: Assassinís Dagger
Move command: d, DF+1
Hit Level: H
Damage: 18
Move analysis: This move is often feared because if hit on counter it is a 
fantastic launcher, giving you the opportunity for some great juggles. Now, if 
only it hit middleinstead of highÖ


Move name: Piston Kick
Move command: qcf+4
Hit Level: M, M
Damage: 12, 12
Move analysis: Two kicks that knock your opponent to the ground. I donít use 
this very often because it is not very safe on block and it doesnít do much 
damage. But you might like it more than I do. You can decide for yourself.

Move name: Bone Cutter
Move command: fff+3
Hit Level: H
Damage: 20, 20
Move analysis: One kick followed by an arm lock if connected properly. This is 
a nice move, but you may have problems running to your opponent and then 
connecting properly, since they have ages to react by ducking or sidestepping 
or something.


Move command: Backflip
Move command: ub
Hit Level: N/A
Damage: N/A
Move analysis: Exactly what you would expect. It limits your opponentís 
options, and is useful for all you turtles out there.

Move name: Reversal
Move command: b+1+3/2+4
Hit Level: Catches High and Middle attacks
Damage: 25
Move analysis: Ah, this is a great move if you can time it right. Not many 
characters have reversals, but Anna has the privilege of being one of the few 
that does. Of course, you donít have to use it, but it is helpful.

Attacks from Crouch:

Move name: Low Somersault
Move command: FC uf+4
Hit Level: M
Damage: 22
Move analysis: Itís the same as doing UF+4 from a standing position. I 
wouldnít 
bother doing this; stick with the regular UF+4.

Move name: Rainbow Kick
Move command: FC UF+4
Hit Level: M
Damage: 35
Move analysis: Think UF+4 except slower and more powerful. It might be worth 
doing this occasionally. If your opponent blocks this they get a free move, 
but it sure looks cool when it goes right.

Move name: Cat Thrust
Move command: FC f+1
Hit Level: M
Damage: 27
Move analysis: A painful stab to the crotch. This move knock your opponent 
backwards slightly on block, making it slightly safer. Also, if it hits you 
get a free ground combo like db+4, 3. This is worth doing every now and then.

Move name: Right Hand Stab
Move command: FC f+2
Hit Level: M
Damage: 25
Move analysis: The cool thing about this move is that it has a parry property, 
albeit shortened since it was introduced in TTT. It causes your opponent to 
flop slowly towards the ground, giving you a free combo like df+1, 2, 4.

Move name: Right Handed Sweep
Move command: FC df+2
Hit Level: L
Damage: 23
Move analysis: Some people consider this a launcher, but really the time it 
takes to recover after the move makes its use as a launcher very limited. 
However, they cannot tech roll after the move is done, so you can try and trap 
them into eating some damage. Use with diligence.

Attacks while rising from crouch:

Move name: Rising Palm
Move command: RC+2
Hit Level: M
Damage: 22
Move analysis: Think df+2 except more powerful and slower. You can also do 
qcf+2 
if you wish. Use this if you can force yourself into a crouching position 
after a move such as 4, 3.

Move name: Back Kick
Move command: RC+3
Hit Level: H
Damage: 25
Move analysis: Can be good for knocking your opponent towards walls, but 3, 4 
and uf+1, 3, 3+4 both do it better. Not great, but it isnít unusable.

Move name; Rising Kick
Move command: RC+4
Hit Level: M
Damage: 16
Move analysis: Itís a lot like most characterís rising kicks. If you find 
yourself in a crouched situation, it can be quite good, but donít bother 
crouching with the sole intent of doing this move.

Attacks from sidestep:

Move name: Chaos Tail
Move command: SS+2
Hit Level: L
Damage: 12
Move analysis: A low spinning poke. This can be good for tricking your 
opponent, 
but be wary that it may be blocked.

Move name: Slice Shot
Move command: SS+3
Hit Level: H
Damage: 24
Move analysis: Itís a lot like the 4 in df+1, 2, 4 with the leg switched. It 
might be worth doing every now and then, if only because it looks so cool when 
it works.

Move name: Bloody Chaos
Move command: SS+1+2
Hit Level: M, M
Damage: 8, 14
Move analysis: Ah, I like this move. It is a safe move, almost to the point 
that you can abuse it. This is definitely worth doing if you get the chance.

String Hit Combos:

Move name: String Hit Combo 1
Move command: 1, 2, 1, 2, 3, 3, 2, 1, 2, 4
Hit Level: H, H, H, H, H, L, H, H, H, H
Damage: 4, 10, 6, 6, 7, 9, 6, 6, 6, 30
Move analysis: Frankly, I donít think 10 hit combos are that great. They take 
a long time to remember, and then many good players will parry it with ease. 
It can be good for owning noobs, though. Anyway, this particular combo is even 
worse because almost all of the moves hit high.

Move name: String Hit Combo 2
Move command: 1, 2, 1, 2, 4, 1, 2, 2, 3+4, 2
Hit Level: H, H, H, H, M, H, H, H, M, M, M
Damage: 4, 10, 6, 6, 18, 7, 8, 8, 10, 8, 25
Move analysis: I suppose this combo is slightly better because it mixes up 
more, but the same rules apply: it still is vulnerable to parries and blocking.

Move name: String Hit Combo 3
Move command: 1, 2, 1, 2, 4, 1, 2, 2, 3+4, 3
Hit Level: H, H, H, H, M, H, H, H, M, M, L
Damage: 4, 10, 6, 6, 18, 7, 8, 8, 10, 8, 12
Move analysis: This move is very similar to the last one. In fact, only the 
last hit is different. It is a lot weaker, but it might surprise your opponent 
to see a low after a multitude of high and middle hits. But really, like the 
other string combos, I personally donít think itís worth the effort.

Throws:
Move name: Cruel Punishment
Move command: 1+3
Position from opponent: Front
Escape: 1
Damage: 35
Move analysis: Well, good players will escape it with ease, but it is a nice 
move to use for some good damage against beginners and CPU opponents.

Move name: Losing Face
Move command: 2+4
Position from opponent: Front
Escape: 2
Damage: 4, 5, 6, 20
Move analysis: Treat this move similarly to 1+3, except you have to press the 
other button to escape. The same rules apply.

Move name: Embracing Elbow Strike
Move command: df, df+1
Position from opponent: Front
Escape: 1+2
Damage: 33, 10
Move analysis: This is more like it. Itís harder to predict, and does more 
damage. It also gives you a free combo such as d+3, 2.

Move name: Neck Cutter
Move command: uf+1+2
Position from opponent: Front
Escape: 1+2
Damage: 20, 20
Move analysis: Another cool throw. It throws your opponent miles across the 
stage, which can be good for getting them near walls. Speaking of which, if 
this throws your opponent against a wall, you get extra damage. This is one of 
my favourite Anna throws without a doubt.

Move name: Torso Splitter
Move command: 1+3 or 2+4
Position from opponent: Left
Escape: 1
Damage: 40
Move analysis: A fairly standard throw. Itís okay, but it isnít particularly 
great either. It isnít worth sidestepping solely to do this move.

Move name: Serpentine Arm Snap
Move command: 1+3 or 2+4
Position from opponent: Right
Escape: 2
Damage: 38
Move analysis: Again, a fairly standard throw. It is pretty much the same as 
Torso Splitter in terms of usefulness.

Move name: Triangle Hold
Move command: 1+3 or 2+4
Position from opponent: Back
Escape: N/A
Damage: 60
Move analysis: This move is just plain cool. It cannot be escaped, it does 
major damage and leaves you in a perfect position for some oki. If your 
opponents back ever gets turned towards you (for example, after b+2, 2), it is 
definitely worth trying to do this move.

Move name: Palm Strike
Move command: qcf+1+2
Position from opponent: Front
Escape: 2
Damage: 15
Move analysis: It allows for some very nice chain throws if you can remember 
the combos, and Anna is one of only three who has chain throws (King and Nina 
are the other two). This is worth doing if your opponent isnít good at 
breaking throws.

Note: From now on, all throws stem from this one, so I will leave out 
the Ďposition from opponentí part of the move description to save time.

Move name: Arm Bar
Move command: PS 3, 4, 3, 1+2

Escape: 1+2
Damage: 30
Move analysis: I like this move. After you have done it, you do a backflip 
away from your opponent, meaning that they do not have as many options for 
attack while rising from the ground. However, you cannot get more chains from 
this move, which makes it less effective than this next move.

Move name: Standing Reverse Arm Lock
Move command: PS 1, 3, 2, 1
Escape: 1
Damage: 20
Move analysis: A simple arm lock, but it can lead to another chain afterwards 
that can cause devastating damage overall if they donít break it.

Move name: Falling Reverse Arm Lock
Move command: SRAL 2, 1, 3, 4, 1+2
Escape: 2
Damage: 25
Move analysis: Itís nice, but itís a pain in the neck to remember and you have 
to get the timing very accurate. Use only if you are very good at chaining 
throws.

Move name: Rear Falcon Wing Squeeze
Move command: SRAL 3, 1, 4, 1+2, 1+2
Escape: 1+2
Damage: 25
Move analysis: The situation here is similar to with the previous move, except 
that this time around it is slightly harder to break. Again, use only if you 
are good at this sort of thing.


Move name: Gatelatch Toss
Move command: SRAL 2, 3, 1+2, 3+4, 1+2
Escape: 1
Damage: 30
Move analysis: I like to think of this as a more extreme version of the above 
two moves. It causes more damage, but is also even harder to remember. 
Otherwise, this throw is very similar to the other chain throws.

Move name: Arm Sprain
Move command: PS 1+3, 4, 1+2
Escape: 2
Damage: 30
Move analysis: You know how I talked about the above throws being hard to 
execute but very rewarding? This is the same sort of thing. It is more 
effective than SRAL, but good luck getting this right every single time.

Move name: Inverted Crucifix
Move command: AS 4, 3, 4, 3+4, 1+2
Escape: 1+2
Damage: 32
Move analysis: This causes a lot of damage. Think about it: how much is 15+ 
30+ 32? In case you arenít good at maths, itís 77, which is half of the 
opponentís life bar! But you can probably guess that this move isnít easy to 
do by looking at its move commandÖ


Move command: Rear Cross Lock
Move command: AS 1+2, 4, 3, 1+2, 1+2, 1+2
Escape: 1
Damage: 35
Move analysis: This move isnít particularly hard to remember as such, but you 
have to be quick if you want to get it in, what with all the buttons you have 
to press.


8) Credits

I donít have many to thank here, but there are a few:

Namco: For making such a great game!
GameFAQs: For hosting this FAQ.
Allyourbase: Your FAQ inspired me greatly.
IGN: I used their FAQ formatter to clean this up a bit.
Tekken Zaibatsu: For throw breaks and move information.

Thatís about it. I hope you enjoyed reading my first ever FAQ!