Anko (SCON4): Difference between revisions
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** Deals chip damage | ** Deals chip damage | ||
** Quick recovery after the fourth hit, combined with the {{B}} or {{A}} (teleport) continuations make it effective for guard pressure and mix-ups | ** Quick recovery after the fourth hit, combined with the {{B}} or {{A}} (teleport) continuations make it effective for guard pressure and mix-ups | ||
* Can throw out {{2}}{{B}} in neutral safely due to having {{2}}{{B}}{{B}} on whiff | * Can throw out {{2}}{{B}} in neutral safely due to having {{2}}{{B}}{{B}} and {{2}}{{B}}{{A}} on whiff | ||
* Her speedy slide, high crushing {{Run}}{{B}} is one of the best running attacks in the game | * Her speedy slide, high crushing {{Run}}{{B}} is one of the best running attacks in the game | ||
** {{Run}}{{B}}{{B}}{{YC}} converts to a full combo | ** {{Run}}{{B}}{{B}}{{YC}} converts to a full combo | ||
Revision as of 04:32, 5 December 2022
| Anko | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 15 |
| Jab Height | Mid |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Special Moves | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Super Moves | |
| Real-time super in which Anko slashes her opponent apart. Deals 10+53 damage but suffers from damage scaling. Only costs 75% chakra. | |
| Cinematic super. Anko does a flying, spinning body slam. 10+80 damage and requires 100% chakra. | |
| Neck snap, hit-grab reversal. Invulnerable to highs and mids f1-9 and to highs only f10-13. Hitbox is active f19-21 and hits mid. Blockable. Deals 5+25 damage and leaves the opponent grounded in front of Anko. |
Strategy
General Notes


is an unblockable hit-grab

(on hit) puts Anko in her ground stance with the following options:
: A sliding, unblockable hit-grab
: Teleport in the air behind the opponent
: Stance cancel
and 
are swapped compared to Vanilla; in Super,
is the higher damage, cinematic flying suplex; 
is the real-time super
Strengths
- High damage in general and lots of chip damage
- Mid
jab and above average 
range 


on block is Anko's best blockstring
- Deals chip damage
- Quick recovery after the fourth hit, combined with the
or
(teleport) continuations make it effective for guard pressure and mix-ups
- Can throw out

in neutral safely due to having 

and 

on whiff - Her speedy slide, high crushing

is one of the best running attacks in the game



converts to a full combo- Anko occasionally slides under the opponent, swapping sides on both hit and block


jumping snake attack is available as a mix-up on block
- Faster than average

; 

capture state is a large amount of unsubbable damage and gives a hard knockdown 
can cross-up, especially on short characters- Good

teleport which can be delayed with
or reversed with 




loop is a high damage, meter positive loop
- Can continue deep into higher combo counts
- Meterlessly confirms to


or directly to 

- Good enemy back turn game
- Decent

sweep 
turns around on hit and starts combos
is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
- Decent
- Air throw compliments Anko's other tools
- Has the dangerous combination of a lift on block (up snakes) and air throw
- Punish opponents who try to escape Anko's guard pressure
- Running teleport puts Anko in the air behind the opponent

is one of the better cinematic supers in the game
- Long range, lunging activator
- The pop up at the end low crushes and catch jumps
- High damage
- Availability of her

reversal to get out of sticky situations and beat wake-up-supers
Weaknesses
- Large amounts of recovery time on whiffed attacks
- Includes

,
, 
, 
, 
, 
,
, 
and 

- Includes

is unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups- Higher than average recovery on
and 
reduces their ability to bait and punish KNJ 
is slower compared to many characters- Aerial strings such as



(air snakes) are easy to sidestep and punish - The attack portion of

has short range and may whiff or be low profiled
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
List may be outdated
- Walking animation reworked
- Air Throw added
- Health: increased from 200 to 210
- Guard: increased from 1600 to 1680
- Grabbable moves: The following moves can be grabbed before the snake projectiles come out 2A, JA, 2BBB(A), and 8B landing
- 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
- 5B(B): changed to be old GNT4 6B animation with old 5B(B) damage Move ends quicker
- 6B: uses an animation similar to Orochimaru; turns around back turned people has more stun and it is slightly later on transition to follow ups
- 4B: does 2 more damage; hitbox appears one frame sooner
- 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
- 4B(B): is an unblockable hitgrab that also hits OTG; hitbox appears one frame sooner
- 4B(A): transitions 8 frames faster
- 4BA(Y): can be subbed in the first few frames
- 2B(B): has more lift
- JB: does chip damage and does 4 more damage
- RB: replaced with RA, lift increased
- 2BBB(B): hitbox appears one frame later
- 2BBB(A): snakes lift and do chip; does 2A in string; ends 5 frames sooner
- 8B: is a blockable hitgrab that is untechable
- 5A: charge time decreased from 10f to 8f
- 6A: lifts higher on hit and now lifts on block
- 2A: snakes do chip damage, animation changed to be the finisher of 5X
- 4A: changed to be a teleport that can teleport to either side
- JA: momentum applies sooner
- JA and 6AA(A): snakes adjusted to do chip damage and lift
- RA: 4BA(A) changed to be a teleport into the air RKnJ position into normal fall; A and B strings added
- RA and 6AA(A): have three grabbable frames before the teleport
- 5Y: is a side switch throw
- 2Y: is a new throw that bounces the opponent
- 5X: has an improved launch angle to stop resetting the combo against high up opponents; requires 75% meter, but costs 100%; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
- 2X: starts moving five frames sooner in super freeze and has an extended activator hitbox
- 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%l does 10+30 damage
- GRKnJ: appears slightly further behind the opponent
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS