Anna
TEKKEN 8 fighter

Anna

OppressionAggressive, high-risk high-reward
What beats Anna?37% of this movelist is punishable
Moves
165
Punishable
61
Defining strength

Mix-ups. Having an unseeable 50/50 from crouch, and a plethora of different options through her stances and strings allows her to be unpredictable.

Best on block
+7
highest on-block advantage in the movelist
Oppression

Aggressive, high-risk high-reward

Anna is an extremely aggressive, high-risk high-reward character. Her kit revolves around dangerous 50/50s and mix-ups. And now armed with a bazooka-mace aka "Lovely Tom", her style has truly distanced itself from her sister's, returning Anna players will need to unlearn a lot of habits in order to use Anna effectively in this game. Attacks involving her weapon deal considerable chip damage, and also allows her to inflict a debuff called "Fragile" on opponents putting them into a weakened state, making them take chip damage from any move even without heat, complimenting her style that prefers rushdown. Her new stances - Hammer Chance (HAM) and Pleasure Time (TOM) - open up even more options, making her even more unpredictable than ever. These stances lead to Anna using Lovely Tom, improving her range and tracking capabilities considerably. Her Chaos Judgement (CJM) stance also leads to various strong options, while in CJM she auto-launches any low attacks (including generic dickjabs) and auto-reversals any throw. With execution, experienced Anna players can exploit her string cancels into sidestep and other stances, making her even harder to read. Because of her explosive and risky moves, when opponents DO get a read on her she usually gets launched or punished brutally - but it's the best way to play her as her risky moves give the highest damage potential in the game. Defensive gameplay is a struggle for her, as her punishes are either very weak or have poor range. She also has to make do with a moveset that is very steppable and duckable, although the opponent is also taking a risk because Anna usually has alternatives to cover these weaknesses.

What defines them

Mix-ups. Having an unseeable 50/50 from crouch, and a plethora of different options through her stances and strings allows her to be unpredictable.

Where they lose
Subpar Punishment

She has no i11 or i12 punisher, and her i10 punishment options are either weak or have poor range.

Stances

  • HAM (Hammer Chance) – f+3
  • CJM (Chaos Judgement) – b+3
  • TOM (Pleasure Time) – db+2

Heat Smash

Mid, i13~14, i22~23, -5

  • Gains extra hits on:
  • 1,2,1,2
  • f,f,F+3,2
  • CJM.3,2

Strengths

  • Mix-ups. Having an unseeable 50/50 from crouch, and a plethora of different options through her stances and strings allows her to be unpredictable.

  • Strong Lows

    Her low pokes deal good damage and have great frames on hit. Many of them allow guaranteed follow-ups or combos.

  • Plus-frames Galore

    She has many ways to force her way into her opponent's face with plus frames, and can stay on top of her opponent when she's there, making it harder for them to mash out or create space.

  • High Chip Damage

    Attacks involving her bazooka-mace deal a considerable amount of chip damage. She can also debuff the opponent into a "Fragile" state, making them take chip damage from any attack, and extra chip damage from moves which would do chip damage anyway.

  • Big Reads

    Her CJM Stance and her reversal allow her to make confident reads that stop opponents in their tracks.

Weaknesses

  • Subpar Punishment

    She has no i11 or i12 punisher, and her i10 punishment options are either weak or have poor range.

  • For Gamblers Only

    A lot of Anna's unique strengths are balanced around their risk: An i11 counter hit launch string which cannot be confirmed, and is launch punishable on block; Stance mix-ups that can be launch-interrupted if the opponent disrespects you; A very fast and strong pressure low that homes to her weak side, but is launchable for most of the cast on block; A low/throw parry which puts you in a stance where you cannot block; And a launching low sweep that's -21 on block.

  • Somewhat Steppable

    Her mixup options from crouch can all be sidewalked to the left and many of her key pokes are linear.

  • No Accent

    She's supposed to be Irish, but you'd never guess.

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Parry←□✕

    b+1+3 (high or mid punches or kicks)

    Attack Reversal

  • Signature↙✕○○

    db+3+4,4

    Stalker Repellant Alter

  • Signature↗○

    uf+4 (i18)

    Quick Somersault Kick

  • Signature↙○

    db+4

    Scorned Mistress

  • Launcher↘△

    i15 · 12 dmg · -12 on block

    Step-in Uppercut

  • Wall splat→△✕

    i19 · 14 dmg · -7 on block

    Poison Wire

  • Wall splatqc→△□

    i22 · 10 dmg · -16 on block

    Artemis Arrow

  • Counter-hit launcher○△□△

    i27 · 15 dmg · -15 on block

    Blonde Bomb Blitz

  • Counter-hit launcher↓✕

    i11 · 20 dmg · -3 on block

    Face Wash

  • Heat engagerHAM□

    i13 · 20 dmg · +6 on block

    Cupid's Arrow

  • Heat engager✕○

    i14 · 26 dmg · -16 on block

    Aphrodite's Scorn

  • Heat engagerFury Counter↘□

    i20 · 22 dmg · -12 on block

    Cat Sith's Paw

  • Fastest launcherSidestep□△

    i5 · 5 dmg · -11 on block

    Bloody Chaos

  • Safe on blockHAM□△

    i24 · 30 dmg · +2 on block

    Dullahan Smash

Missing generics: {{Plainlist| * d+2 * uf,n,4

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

mwkan772 — all-in-one guide
Anna Williams Staple Combo Guide | With Notations
1 Apr 2025·5:13

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