Anko (SCON4)
| 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 | |
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| DESCRIPTION | |
| Special Moves | |
| DESCRIPTION | |
| DESCRIPTION | |
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| DESCRIPTION | |
| Super Moves | |
| DESCRIPTION | |
| DESCRIPTION |
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
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

sweep is made more potent with the availability of 

on whiff- Good enemy back turn game
- Decent

sweep 
turns around on hit giving Anko a guaranteed combo
is extremely fast and, for all intents and purposes due to its range and active frames, impossible to run away from or sidestep
- Decent
- Her slide

is one of the best running attacks in the game, closing distance in an instant and high crushing



converts to a full combo- Anko tends to slide 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 okizeme for Anko

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 confirm to



- Meterlessly confirm directly to


- 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
- Pops up, low crushing, and can catch jumps
- High damage
- Availability of her

reversal
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
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