(→Ultimate Flock to the Future: added move description) |
(→Ultimate Over the Fence: added move description) |
||
Line 332: | Line 332: | ||
{{GBVSR Move Card|game=GBVSR | {{GBVSR Move Card|game=GBVSR | ||
|input=22U | |input=22U | ||
|description= | |description= Anila gets launched towards the opponent by her ram. Always tracks to the opponent for a jump-in angle even if they were fullscreen. Useful as a surprise approach to contest fireballs or setup characters. Will hop over the opponent if too close, in which case you could have used 22L. | ||
}} | }} |
Revision as of 13:26, 25 December 2023
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
"A reliable fighter skilled in both offense and defense."
Anila is a versatile shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. character with an emphasis towards long range play and zoning in her moveset.
Anila boasts strong normals to control space at mid to long range, as well as multiple projectile special moves with different applications. Fluff 'Em, Stuff 'EmGuardAllStartup17RecoveryTotal 52Advantage-7 acts as a standard projectile, and Flock to the FutureGuardMidStartup12Recovery20 [15]Advantage-2 is a fast, advancing attack that can be feinted into a projectile at any point in its animation, making it difficult for opponents to contest in neutral. The ultimate version of her Fluff 'Em, Stuff 'EmGuardAllStartup16RecoveryTotal 65Advantage-3 creates three sheep can be used to approach your opponent from long range, or as way to deal massive amounts of chip when used as okizeme.
Anila is an straightforward and well-rounded character with an emphasis towards zoning.
- Normals: Long neutral pokes that control space well at mid-range. Far LGuardMidStartup6Recovery9Advantage+1 , far HGuardMidStartup10Recovery24Advantage-12, and 2UGuardLowStartup13Recovery25Advantage-18 are all excellent options for keeping your opponent where you want them.
- Fireballs: Has multiple fireballs and special moves to control neutral, each with their own unique applications.
- Low Damage: Especially midscreen, Anila is severely lacking in strong ways to convert from hits without investing resources. She will need to win more exchanges compared to other characters.
- Poor Rushdown: Anila's methods to approach beyond the standard options are generally risky and inconsistent, and she plays poorly when behind in a match.
Normal Moves
Ground Normals
c.L
- GBVSR Anila c5L Hitbox.png
Good activation range. Link into cM/cH to frametrap and to kill throw techs.
c.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 6 | 3 | 14 | -2 | +2 |
-2 on block unlike most cM, which limits her reset potential at this point.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
c.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 600 | Mid | 9 | 2,3 | 18 | -2 | +2 |
Has 2 hits, making it easy to hitconfirm. Often used after RSRC to setup the height for 236H juggle.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 540×2 |
Triple Attack
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 700 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 1000 | Mid | 12 | 3 | 18 | -4 | 0 | |
c.XX6M | 1000 | Low | 12 | 3 | 16 | -4 | KD +30 | |
c.XX6H | 1000 | High | 18 | 3 | 22 | -4 | +1 |
c.XX
- Second hit of a Triple Attack. Common reset point, frametrap point and throw point. Frametrap with 236H or 214H to force respect, which sets you up for future tick throws and resets at this point.
c.XXX
- Retains special cancels, unlike the high and the low triple attacks. It is sometimes used to juggle opponents higher, and as combo filler to stall for special cooldowns. In general, this attack should be avoided as it acheives very little in pressure and lowers combo damage.
c.XX6M
- Low Triple Attack ender. Cannot be special cancelled. Gives a decent knockdown on hit and is safe on block.
c.XX6H
- Overhead Triple Attack ender. Cannot be special cancelled. Gives a decemt knockdown on counterhit and is safe on block. Sometimes used as a combo ender.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | 2 | 480 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | 3 | 600 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | 480 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 | 480 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
f.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 6 | 3 | 9 | +1 | +5 |
One of Anila's best buttons. Far reach for a fL. Always links into fM on block, making this an excellent for pressure. Microwalk fLs in pressure mixed in with linked fMs and fHs make for a difficult pressure situation to block. Does not convert into 214L/H at max range, unless counterhit or crouching. Use RSRC in these cases.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360 |
f.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 9 | 5 | 16 | -6 | -2 |
Used in neutral to control space and stop 66L approaches. Does not combo into 214L/H at max range, except on crouching hit or counterhit.
Often used in pressure after fL, if out of range of 2M.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
f.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 10 | 5 | 24 | -12 | -8 |
Very active for a fH. Useful for crushing medium pokes and dash attacks, but susceptible to being whiff punished due to recovery.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 600 |
2L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 10 | -2 | +2 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 240 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 7 | 3 | 18 | -6 | -2 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 21 | -10 | -6 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 600 |
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 13 | 8 | 25 | -18 | HKD +37 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
Dash Normals
66L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 8 | 3 | 10 | +2 | +6 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
66M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Low | 12 | 4 | 21 | -8 | KD +24 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 600 |
66H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Mid | 15 | 8 | 19 | -8 | KD +28 | 7-22 High Profile |
Anila's 66H is a little different. As a poke, it has very high range but low damage return on hit. However, It can also be as safe as -1 on block unlike other 66Hs. Hence, it is recommended to be used at its max ranges in neutral as a safe poke. The optimal range is roundstart distance with an additional backdash.
Due to its extreme range and knockdown properties, 66H is also great as a combo tool to secure knockdowns at extreme combo ranges, such as after 236H juggles or 214U wall bounces.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 720 |
- Wallbounces on Counter Hit. 10F window to combo after CH.
Air Normals
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400×n | High/Air, All | 5 | Until L | Until L+1 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360×n |
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 7 | 6 | Until L+1 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High/Air | 8 | 6 | Until L+1 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
j.U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | High/Air | 7 | 9 | Until L+1 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
Unique Action
Ramification
5U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
200×4 | Mid | 15 | 1(11)1(12)1(11)1 | 16 | -2 | +2 |
Used as a combo ender when out of special cooldowns.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
480×4 |
5U:
Universal Mechanics
Ground Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 4 | 3 | 26 | HKD +44 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 | 480, 1800 |
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Airthrow | 5 | 5 | Until L+5 | HKD +62 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 | 480, 1800 |
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Guard Crush 45 [52] | 28 | 1 | 37 | +8 [+15] | +15 |
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
An important attack for Anila as it is often leads to her best midscreen routes.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
- Values in [] denotes the advantage when opponent has no Bravery Points left
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
- Costs 25% Skybound Gauge.
A guaranteed follow-up after a Raging StrikeGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15] hits. It automatically moves forward enough to be in range of c.HGuardMidStartup9Recovery18Advantage-2, regardless of how far the Raging Strike hit from.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 | 3 | 19 | +6 | Air Recovery +21 |
- Requires a Bravery Point
- Requires to be in blockstun.
Anila is reliant on RSRC combos, so bravery points are especially precious. Be extremely careful usage of BC usage or you may end up with no BP.
Brave counter does a small amount of damage. If the opponent is at low health, you can utilize brave counter as a means to lower your opponents into chip range, and then meatying them with 236U or 214L (can be dodged).
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
Skills
Fluff 'Em, Stuff 'Em!
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 17 | Until Hit | Total 52 | -7 | -3 | |
236M | 800 | All | 17 | Until Hit | Total 52 | -7 | Air Recovery +19 | |
236H | 400×3 | All | 17 | Until Hit | Total 52 | +2 | +6 |
The sheep projectiles cannot be crossed-over, which limits the opponents options for dealing with it in pressure and neutral.
Projectiles spawn very close to Anila, making it easy to set up plus frames in pressure with adequate spacing.
However, this also means that Anila tends to leave larger gaps in pressure which can be jumped out of. To mitigate this, play a little closer, or use 214L to enforce respect, or do nothing after your pokes to guage your opponents defensive reactions.
236L is slower than 236M, making it more useful as an approach tool to gain space with. 236M travels much faster, making this the fireball you use when you want to hit the opponent. Use this to control the opponents approaches.
Sheep projectiles can clash. 236H spawns a sheep with 3 projectile health, allowing it to beat fireballs with less projectile health. This is useful for winning fireball wars. 236H is also plus on block, making it useful for frametrap pressure and in neutral as an approach tool.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | - | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236M | - | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 400+720 |
236L:
236M:
236H:
All is Vanity
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 1000 | All | 6 | 6 | 31 | -20 | KD +26 | |
623M | 1100 | Mid, All | 12 | 6 | 38 | -27 | Air Recovery +15 | 1-12 All |
623H | 1500 | Mid | 11 | 6 | 35 | -24 | KD +31 | 1-16 All |
An anti-air dragon punch move that can be used to escape pressue.
- 623L
The L version is not invulnerable but has way faster startup compared to her 2H, making it a better option to punish on reaction. Completely air blockable, and punishing for opponent can be difficult as it is only at most -5 when air blocked.
Hitting this move high will allow a combo afterwards due to its long untech, but hitting way too high will cause them to air tech first. Depend on distance, a close normal is even possible.
- 623M
The M version is invulnerable, functions as a reversal option and a combo ender. As it slightly moves horizontally first, it might whiff upon a cross-up attempt by the opponent, so use with caution.
M versions is air unblockable on the first active frame only.
As a special note, this move is not invuln on active: this means that it will always lose to move that has higher clash level; notably, for any DP that has invuln on active.
- 623H
H version is air unblockable and grants a techable knockdown, which can be useful for reversing a sticky situation. In combos, it can act as an ender.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | - | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623M | - | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | - | 400+720 |
623L:
623M:
- Only air unblockable on first active frame
623H:
Flock to the Future
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 900 | Mid | 12 | 18 | 20 [15] | -2 | Air Recovery +23 | |
214M | 1300 | Mid | 30 | 24 | 16 [15] | +2 | KD +36 | |
214H | 1300 | Mid | 15 | 18 | 26 [15] | -8 | KD +26 |
A traveling move that travels about 3/4 of the screen. Great frame trap tool, and is one of her cornerstone in approaching the opponent. The recovery begins immediately when the attack connects. In case where the attack doesn't connect, the recovery will be shortened.
It is important to note that Anlia is considered grounded on startup and active frames, and can be thrown on the ground.
- 214L
The L version comes out the quickest and is a natural frame trap tool after well-positioned pokes. While it is -2, it can left you at an point-blank range where they can throw or c.L back.
On counter hit in the corner, a c.M follow-up is possible.
- 214M
The M version comes out extremely slow, but it is a nice tool to bait opponents who try to evade a possible 214L. It is also +2 and left you at a good distance where they are hard to fight back.
A normal hit in the corner will allow a combo with a far normal like f.M.
- 214H
The H version is a essential combo tool in the corner. On ground hit it allows a c.M follow-up, and for air hits c.H is possible.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | - | 100+480 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214M | - | 100+480 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H | - | 200+480, 120×2 |
214L:
- Enters recovery immediately when the attack connects
- When whiffed, the recovery is 15F
- Cancelable into And Beyond! at frame 11-29
- Clash Level 1
214M:
- Enters recovery immediately when the attack connects
- When whiffed, the recovery is 15F
- Cancelable into And Beyond! at frame 26-53
- Clash Level 1
214H:
- Enters recovery immediately when the attack connects
- When whiffed, the recovery is 15F
- Cancelable into And Beyond! at frame 11-32
- Clash Level 2
And Beyond!
4X or 4S after Flock to the Future
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L~4X | 700 | All | 9 (Total 20) | 16 | 15 (Total 46) | -7 | Air Recovery +24 | |
214M~4X | 1100 | All | 9 (Total 38) | 16 | 15 (Total 46) | -7 | KD +31 | |
214H~4X | 1100 | All | 9 (Total 23) | 16 | 15 (Total 43) | -4 | KD +34 |
When on the last 5 frame of startup and during active frames of any 214X, you can disembarks the sheep by inputting 214X (any L/M/H can be inputted) or 4S. The sheep then will charge towards the opponent with speed similar to 236M. The properties of the projectile depends on the initial version of 214X.
It is a good tool for baiting opponents who wants to punish your 214X. It can also used as a bait for the close range frame trap, though if dodged you are more negative on block than simply dodging the 214X.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L~4X | - | 720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214M~4X | - | 720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H~4X | - | 720 |
214L~4X:
214M~4X:
214H~4X:
Over the Fence
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
22L | - | - | - | - | 19 | - | - | |
22M | - | - | - | - | 25 | - | - | |
22H | - | - | - | - | 23 | - | - |
A command hop that varies in distance and height depending on the version used. Often to setup safejumps in the corner and for anti air combos. Can also be used as a reset and a method of crushing throws.
22H goes the furthest horizontally, hence is sometimes used as an approach tool.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22L | - | 200 | ||||||||||||||||||||||||||||||||||||||||||||||||||
22M | - | 200 | ||||||||||||||||||||||||||||||||||||||||||||||||||
22H | - | 400 |
22L:
- Counter Hit state for entire move
22M:
- Counter Hit state for entire move
22H:
- Counter Hit state for entire move
Ultimate Skills
Ultimate Fluff 'Em, Stuff 'Em!
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | 16 | Until Hit | Total 65 | -3 | +1 |
Launches 3 sheep projectiles at the opponent, mostly used for winning fireball wars. Massively plus on block at a distance, if blocked. However, very easily jumped and punished on reaction due to the long recovery so use it in pressure for chip damage.
Does a significant amount of chip damage, making this potent in low HP situations to put your opponents into chip range.
- Incorrectly named Fury of the Ram on the English command list.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-5000 |
- Slowdown for 15F (3-17)
Ultimate All is Vanity
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 100, 150×6 | Mid | 8 | 3 | 38 [28] | -24 | HKD +44 | 1-10 All |
Anila's fastest reversal at 8F, with a HKD. Useful if you want a safejump midscreen as Anila has meterless ways to setup corner safejumps with button > 22L.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-5000 |
- Slowdown for 15F (3-17)
- When whiffed, recovery reduces to 28F
Ultimate Flock to the Future
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | Mid | 11 | 14 | 41 [15/45] | -6 | HKD +63 |
Anila rides a ram at breakneck speed. Travels a massive distance and wallbounces on hit, making it useful for combos.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | -5000 |
- Slowdown for 15F (3-17)
- When the attack connects, recovery begins immediately. When whiffed, the recovery is 15F. When blocked, the recovery is 45F.
- Anila is is Counter Hit state frames 1-27.
Ultimate Over the Fence
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
20 |
Anila gets launched towards the opponent by her ram. Always tracks to the opponent for a jump-in angle even if they were fullscreen. Useful as a surprise approach to contest fireballs or setup characters. Will hop over the opponent if too close, in which case you could have used 22L.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-5000 |
- Slowdown for 8F (3-10)
- Counter Hit state for entire move
Skybound Art
Gilded Heaven Strike
236236H or 236S
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236236H | 4500 (1000, 350×10) | Mid | 5+9 | 6 | 44 | -31 | HKD +58 | 1-24 All |
- Recovers 1 Bravery Point for Anila during superflash.
- Removes 1 Bravery Point from the opponent on close hit only.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236H | 4 | -10000 |
236236H:
Super Skybound Art
Fury of the Ram
236236U or 236S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
6000 (3000, 120×20, 600) [4000 (1500, 500×5)] | Mid | 8+6 | 10 | 38 | -29 | HKD +49 | 1-15 All, 16-23 Strike |
- Recovers 1 Bravery Point for Anila during superflash.
- Removes 2 Bravery Points from the opponent on close hit only.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | -10000 |
- Cinematic triggers when hit on frames 14~15, and also initiated within ~1.1 backdash distance.
Colors
37% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Overview |
|
|
10/20 |
Combos |
|
|
4/10 |
Strategy |
|
|
1/20 |
Matchups |
|
|
0/20 |
Frame Data |
|
|
22/30 |
Click here for the scoring criteria to assess character page completion.