Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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c.H(2)X > 236H, 5L > 214U
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Anywhere | 4160 | 21% | [2] Easy | COSTS 50% SBA GAUGE Midscreen confirm for corner carry with hard knockdown and dash up oki potential (whiff 2L, c.5H). |
1.0 | |
c.H(2)XX > RS~RC, c.H(2) > 236H, dash c.H(2) > 214H, c.H(2)X > 623H
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Midscreen | 6740 | [3] Medium | COSTS 50% SBA GAUGE Midscreen confirm for corner carry, trading BP to stay meter positive. |
1.0 | ||
c.H(2) > RS~RC, c.H(2) > RS~RC, c.H(2) > 236H, dash 5H > 214H, 623U
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Midscreen | 8030 | [3] Medium | COSTS 100% SBA GAUGE Full meter dump midscreen kill combo. |
1.0 | ||
c.H(2)XX > 236H, c.MXX > 214H > c.MXX > RS, 2H > 236236H
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Corner | 8480 | 0% | [2] Easy | COSTS 100% SBA GAUGE Corner autocombo confirm to SBA. |
1.0 | |
c.H(2)XX > 236H, c.MXX > 214H > c.MXX > 5U(4)~U
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Corner | 5930 | 43% | [2] Easy | Meterless corner autocombo confirm. | 1.0 | |
c.H(2) > 214H, 5M > RS, c.H(2) > 236H, c.H(2) > 236236U
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Corner | 9330 | 0% | [2] Easy | COSTS 100% SBA GAUGE Corner SSBA confirm. Follow-up c.H requires starting point blank, but can be substituted for 5M for a minor damage loss. |
1.0 |
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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2L > f.L > 214L/214H/214U
2U > 214L/214H/214U
Anila's low starter combos are relatively safe options to throw out in the midscreen for minor damage. In the corner, 214HGuardMidStartup15Recovery26 [15]Advantage-8 wallbounces opponents, potentially leading to threatening combo conversions.
Up close, 2LGuardLowStartup6Recovery10Advantage-2 is fast and non-committal, making it a great low starter for pressure against aggressive opponents.
In midrange, 2UGuardLowStartup13Recovery25Advantage-18 can surprise opponents and force them to respect Anila's range. In the corner, it will also add less scaling to combo followups.
Properly spaced, 214LGuardMidStartup12Recovery20 [15]Advantage-2 ends the combo in a true block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.. On block, 214H and 214UGuardAllStartup11Recovery41 [15/45]Advantage-6 will leave a gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose., setting up a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. for the opponent, but can be countered with an invulnerable A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
Core Combos
Core combos balance potency with consistency. They:
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c.H(2)XX > 5U(4)~U
c.H(2)X > 236236H/236236U
c.H(2)(X) > 214H, wallbounce, c.M > ...
c.H(2)X > 236H, f.L > 214U/RS~RC ...
Anila's highest damage starter is c.H(2)GuardMidStartup9Recovery18Advantage-2, a two-hit move without extra damage scaling. In general, immediately canceling after c.H(2) will avoid extra scaling on high-damage combos. However, c.H(2)X(X) can provide extra damage for short combos, or extra carry needed to reach the corner for follow-ups.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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c.XXX > 5U(4)~U
c.H(2)X > 236H, f.L > 214U
c.H(2)X > 236H, f.L > RS~RC, c.H(2)X > 214H, f.H > 623L
c.H(2) > RS~RC, c.H(2) > 236H, microdash 66H, f.M > 214H, f.H > 623L/5U(4)
c.H(2) > RS~RC, c.H(2) > 236H, microdash 66H, f.M > 22L~safe jump j.H
c.H(2) > RS~RC, c.H(2) > RS~RC, c.H(2) > 236H, dash f.H > 214H, 623U
Anila's combos are typically lackluster in midscreen, but with meter and good timing she can carry opponents to the corner for more rewarding follow-ups.
2L > c.LLL > 214H, c.M > 236H, 2H > 22L~j.L, 623L, c.M > 22L~j.H, ...
Anila can loop safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. pressure in the corner, forcing opponents to defend or be punished for their impatience. Three loops ending in SBA is enough to finish off most opponents.
Combo List
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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2U > 214H, c.M > RS, f.M > 236H, f.H > 236236H/U
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Corner | 7540/8290 | 0% | [2] Easy | COSTS 100% SBA GAUGE Corner sweep confirm into SBA. |
1.0 | |
2U > 214H, c.M > RS, c.H(2) > 236H, c.H > 236236H/U
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Corner | 7800/8550 | 0% | [2] Easy | COSTS 100% SBA GAUGE Corner sweep confirm into SBA (point blank variant). Replace c.H with 2H with SBA ender for +90 damage. |
1.0 |
Combo Theory
Video Examples
37% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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10/20 |
Combos |
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4/10 |
Strategy |
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1/20 |
Matchups |
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0/20 |
Frame Data |
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22/30 |
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