Darkstalkers 3/Anakaris/Attack Data

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Standing Normals


Jab
Lp.png
Startup Active Recovery On Hit On Block
5 3 8 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • s.lp hits crouching characters(except a crouching Q-Bee), and due to the frame advantage, you can handshake some characters to death[explained in the Combos & Patterns section].


Strong
Mp.png
Startup Active Recovery On Hit On Block
6 5 [2/3] 18 -2 [+3] -3 [+2]
Guage Damage Attack Cancels Properties
3/9/15 18/8 Mid No Multi-hit
  • Recovery before downswing: On Hit: -2/-1 On Block: -3/-2
  • Recovery with just downswing On Hit:+3 On Guard:+2
  • s.mp - the chop: This is my favorite among anakaris's normals. He does a chop akin to honda's standing fierce, only in a higher mummy sort of way. It does a great job of swatting characters out of the sky. There are of course quite a few moves that will simply just outprioritize it(felicia's j.hp, & lilith's j.hp come to mind), but the utility is there.
  • s.mp not only has hitboxes above[and in front of] his head, but hitboxes which also extend low enough to hit crouching characters(except qbee of course.. maybe others, but my mind is fuzzy). So, should you get too far from your opponent during a handshake rushdown, a dashing strong is a viable option. It covers aerial options that an opponent may try, as well as crouching opponents, who are smart enough not to jump. There IS a small window between the last s.lp and the dashing mp though, that an opponent(who knows/sees it) can take advantage of. Nonethaless, you can best avoid retaliation by properly varying when you dash in and such(you may opt for trijump over dashing back in).
  • The chop is also what you'll use for characters who are chest height when in their curse mode(i.e. succubus girls, demitri, jedah, qbee).

(Still working on the japanese translation)


Fierce
Hp.png
Startup Active Recovery On Hit On Block
11 11 [4/7] 21 -3 -4
Guage Damage Attack Cancels Properties
6/15/24 22/9 Mid No -
  • 硬直差の範囲 H:-3~+3 G:-4~+2


Short
Lk.png
Startup Active Recovery On Hit On Block
5 3 8 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • s.lk - You can change up the dashing lp with a d.lk. The only advantage it has is that it hits all crouching characters. It has significantly less range, and no coverage for an aerial maneuver from the opponent.
  • s.lk can also be used for the characters who are extreemly close to the ground when in their curse mode(i.e. gallon, aubath, felicia, sasquatch)


Forward
Mk.png
Startup Active Recovery On Hit On Block
7 4 24 -3 -4
Guage Damage Attack Cancels Properties
3/9/15 19/9 Mid No -
  • s.mk - a distant reaching kick, with a frame disadvantage on both hit and guard. Like s.lk, it does a decent job of hitting characters in curse mode who are lower to the ground. Its range is best when opponent charactesr a a half character away.


Roundhouse
Hk.png
Startup Active Recovery On Hit On Block
11 6 37 -12 -13
Guage Damage Attack Cancels Properties
6/15/24 25/10 Mid No -
  • Air.png; because this is considered an airborne attack, it is also air blockable.


Crouching Normals


Jab
Down.gifLp.png
Startup Active Recovery On Hit On Block
5 3 9 +7 +6
Guage Damage Attack Cancels Properties
0/3/6 9/5 Mid Yes -
  • c.lp - c.lp hits mid. using it during a handshake rushdown is viable. Anakaris's range decreases significantly. c.lp also inherently makes your opponent block low(if they weren't already smart enough to block low during the s.lp's) in expectations of a chained c.lk into knockdown. c.lp and c.lk have slightly similar frame characteristics, but although the c.lp does not hit low, it does have hitboxes convenient enough to hit some opponents who attempt to jump away.


Strong
Down.gifMp.png
Startup Active Recovery On Hit On Block
5 12 [6/6] 25 -10 -11
Guage Damage Attack Cancels Properties
3/6 + 3/9+6 (11,9)+(7,6)/(4,3)+(2,2) Mid No Multi-Hit
  • 硬直差の範囲(1段目) H:-16~-11
  • 硬直差の範囲(2段目) H:-10~-5 G:-11~-6
  • ※ガード時硬直差は2段目のみ表記
  • c.mp - c.mp goes approximately a character and a half away. A column of Anakaris's hands travels the distance, approximately half screen height. They make for an excellent anti air option, provided you can predict the opponent, and at least make them block it. Wiffed, a c.mp has horrible recovery. On hit, you MUST cancel into c.mk. It should be second nature to double tap c.mk whenever you use c.mp. should you not, you will likely get punished much in the same way that you would if you had wiffed the c.mp.

(Still working on the japanese translation)


Fierce
Down.gifHp.png
Startup Active Recovery On Hit On Block
7 21 32 Knockdown.png -29
Guage Damage Attack Cancels Properties
6/15/24 20/9 Mid No -
  • A vertical AA. Four columns of hands extend above anakaris, covering a nice area above him. It has somewhat slow startup(but then again, all of Anakaris's AA's have slow startup), and much like his c.mp, has horrible recovery. In similar fashion to the c.mp, ALWAYS double tap the c.fierce, should the opponent be hit, to recover significantly faster(in case the opponent recovers prematurely, which does happen).


Short
Down.gifLk.png
Startup Active Recovery On Hit On Block
6 3 11 +8 +7
Guage Damage Attack Cancels Properties
0/3/6 9/5 Low Yes -
  • c.lk - not much to describe reguarding his crouching short. It is essential in Anakaris's hi-lo mixup. Use it in his lp rushdown, and trijump mixup.


Forward
Down.gifMk.png
Startup Active Recovery On Hit On Block
13 3 20 +1 0
Guage Damage Attack Cancels Properties
3/9/15 16/7 Low No -
  • c.mk/c.rk - c.mk and c.rk are both low hitting kicks. use both to recover faster from c.mp and c.hp. Reguarding knockdowns(using c.rk), Anakaris benifits best from knockdowns in the corner. Midscreen, anakaris isn't as fast to react for strong wakeup.(but you will generally end your chains with c.rk, unless the opponent is blocking, where c.mk is more preferrable(not because the frame advantage is slightly better, but because you keep the opponent in blockstunn for lesser time))


Roundhouse
Down.gifHk.png
Startup Active Recovery On Hit On Block
13 4 25 Knockdown.png -1
Guage Damage Attack Cancels Properties
6/15/24 19/8 Low No Sweep.png
  • A Bullet Point
    • More Bullet, less point


Jumping Normals


Jab
Air.pngLp.png
Startup Active Recovery On Hit On Block
7 3 20 Variable Variable
Guage Damage Attack Cancels Properties
0/3/6 10/4 High No -
  • j.lp - I believe, it is a viable choice for an air-air option, but have no recollection of it significantly standing out as one.


Strong
Air.pngMp.png
Startup Active Recovery On Hit On Block
9 4 13 Variable Variable
Guage Damage Attack Cancels Properties
3/9/15 19/9 High No -
  • j.mp - A far reaching kick from Anakaris's main body. Great for hitting from afar, during a distant jumpin. It excells at hitting opponents pre-emptively should they jump, or do a move of some sort. The hitboxes though, are primarily around Anak's feet, which means that j.mp is not a viable choice for up-front aerial confrontations.


Fierce
Air.pngHp.png
Startup Active Recovery On Hit On Block
10 6 23 Variable Variable
Guage Damage Attack Cancels Properties
6/15/24 24/10 High No -
  • A Bullet Point
    • More Bullet, less point


Short
Air.pngLk.png
Startup Active Recovery On Hit On Block
19 3 17 Variable Variable
Guage Damage Attack Cancels Properties
0/3/6 11/5 High No -
  • A Bullet Point
    • More Bullet, less point


Forward
Air.pngMk.png
Startup Active Recovery On Hit On Block
7 18[9/3/6] 14 Variable Variable
Guage Damage Attack Cancels Properties
3/6+3/9+6 10+9/5+4 High No Multi-Hit
  • j.mk - A two hit kick, which comes from the ground to whatever height anakaris is at[in the air]. It does a well enough job for air-air confrontations, but there are some cases where anakaris really has no decent option(and must block).


Roundhouse
Air.pngHk.png
Startup Active Recovery On Hit On Block
7 9 23 Variable Variable
Guage Damage Attack Cancels Properties
6/15/24 21/10 High No -
  • j.rk- This move suits Anakaris best for chicken guarding. It hits quickly, and

recovers decently enough for anakaris to defend himself. you can link a j.rk off of a j.mk in a jumpin, where you can potentially land, and do either a ground chain, or mixup.


Command Normals


Seija no Ayumi
Left.gifMk.png or Right.gifMk.png
Startup Active Recovery On Hit On Block
23 9 14 -2 [+4] -3 [+3]
Guage Damage Attack Cancels Properties
3/9/15 17/8 High No Overhead
  • < >は振り下ろし時
  • 硬直差の範囲(振り下ろし前) H:-2~+6 G:-3~+5
  • s.B/F+mk - Anakaris does an axe kick that hits high. Its somewhat slow, but its hit boxes are active as soon as Anakaris raises his foot to his head. This kick has a huge area of reach, and is useable for swatting enimies out of the air, as well as hitting crouching enemies. Chain into a c.rk should you hit a crouching opponent. This is also a viable choice to hit opponents in cursed form. Outside of this, use Anakaris's axe kick sparingly.


Tombstone Dive
Air.pngDownright.gifK.png
Startup Active Recovery On Hit On Block
13 Until landing Jump recovery Variable Variable
Guage Damage Attack Cancels Properties
See note 15/7 High No -
  • An excellent move in Anakaris' toolkit. Anakaris forms a pyramid on his lower torso, and dives at the enemy (or down). Getting the quick tri-jumps is essential for an effective anakaris. The dives give Anakaris a wakeup game, as well as a means to quickly get back to the ground.
  • The stats for all version of this move (j.3lk, j.3mk, j.3hk) are the same with the exception of meter gain. (j.3lk = 0/9/18, j.3mk = 3/12/21, j.3hk = 6/15/24)


Tombstone Drop
Air.pngDown.gifK.png
Startup Active Recovery On Hit On Block
9 Until landing Jump recovery Variable Variable
Guage Damage Attack Cancels Properties
See note 16/8 High No -
  • An excellent move in Anakaris' toolkit. Anakaris forms a pyramid on his lower torso, and dives at the enemy (or down). Getting the quick tri-jumps is essential for an effective anakaris. The dives give Anakaris a wakeup game, as well as a means to quickly get back to the ground.
  • The stats for all version of this move (j.2lk, j.2mk, j.2hk) are the same with the exception of meter gain. (j.2lk = 0/9/18, j.2mk = 3/12/21, j.2hk = 6/15/24)


Warp
backdash (against a corner)
Startup Active Recovery On Hit On Block
- 57 8 - -
Guage Damage Attack Cancels Properties
-/-/- - - - -
  • B, B(against a corner) - Anakaris's infamous command dash that moves him from one end of a screen to another. He has whole body invincibility while dashing but is punishable during his recovery (8 frames).


Pursuit


Pursuit
Up.gifP.png OR K.png
Startup Active Recovery On Hit On Block
28 17 11 - -
Guage Damage Attack Cancels Properties
6/-/24 6/6 Mid No -
  • Only available when opponent is on Knockdown.png
  • 下半身無敵:1F~9F
  • 全身無敵:10F~27F
  • 空中判定:28F~44F
  • ダウンしている相手にヒットするのは地面着地直前 (44F付近)
  • 全体F、タイムチャートは空振り時の数値
Pursuit ES
Startup Active Recovery On Hit On Block
28 17 11 - -
Guage Damage Attack Cancels Properties
0/-/0 6+7/6+5 Mid No -
  • Only available when opponent is on Knockdown.png


Throws


-
-
Startup Active Recovery On Hit On Block
- - - - -
Guage Damage Attack Cancels Properties
-/-/- 0/0 - - -
  • Anakaris does not have a normal throw. He can still tech throws though.


Specials


Kotodama Gaeshi (Inhale)
Down.gifDownleft.gifLeft.gifK.png
Startup Active Recovery On Hit On Block
4 10 57 - -
Guage Damage Attack Cancels Properties
12/-/21 0/0 - - Airok.png
  • Captures an opponent's projectile
  • Both ground and air versions are identical
  • ES Version does not exist
  • Recovery if a projectile is absorbed = 34
  • Absorbable Projectiles
    • Anakaris:Royal Judgment
    • B.B.Hood:Landmines and Missiles
    • Demitri:Chaos Flare
    • Hsien Ko:Dark Cannon
    • Jedah:Dio Sega
    • Lilith:Soul Flash
    • Morrigan:Soul Fist
    • Rikuo:Sonic Wave


Kotodama Gaeshi (Exhale)
Down.gifDownright.gifRight.gifK.png
Royal Judgment (Anakaris)
Startup Active Recovery On Hit On Block
45 - 47 - -
Guage Damage Attack Cancels Properties
12/16/21 11/5 Mid - Aironly.png
  • Can exhale as many times as you want after the first inhale
  • 弾の持続:地面到達まで 本体が攻撃を食らった時点で攻撃判定消失
  • ヒット後の変身時間 弱:15F、中:111F、強:191F、ES:271F
  • 上記変身時間中は食らい判定があり、歩行ジャンプなどの行動が可能
  • 攻撃を食らった際のヒットストップ時間中は変身時間解除までの時間が停止
  • ヒット後の変身演出(57F)、変身解除演出(28F)は行動不可で全身無敵
  • 変身解除直後の動作可能になった1F間は全身無敵
Royal Judgment ES (Anakaris)
Startup Active Recovery On Hit On Block
45 - 47 - -
Guage Damage Attack Cancels Properties
0/0/0 11x3/5x3 High - Aironly.png
Landmines (B.B. Hood)
Startup Active Recovery On Hit On Block
26 - 47 Knockdown.png +5
Guage Damage Attack Cancels Properties
12/16/21 21/8 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
  • Air Version is the same in every way except that it's a high attack.
  • 弾の持続 通常:64F、ES:64F
Landmines ES (B.B. Hood)
Startup Active Recovery On Hit On Block
26 - 47 Knockdown.png -
Guage Damage Attack Cancels Properties
0/0/0 21/8 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
  • Air Version is the same in every way except that it's a high attack.
  • 弾の持続 通常:地面到達まで+28F、ES:地面到達まで+28F
Missiles (B.B. Hood)
Startup Active Recovery On Hit On Block
26 - 47 Knockdown.png +5
Guage Damage Attack Cancels Properties
12/15/18 17/4 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
  • Air Version is the same in every way except that it's a high attack.
  • 弾の持続 通常:47F、ES:59F
  • 弾の発生保障 共通:25F~
  • 発生保証後、通常版、ES版共に本体が攻撃を食らっても弾は消失しない
Missiles ES (B.B. Hood)
Startup Active Recovery On Hit On Block
26 - 47 Knockdown.png -
Guage Damage Attack Cancels Properties
0/0/0 10x3/3x3 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
  • Air Version is the same in every way except that it's a high attack.
  • 弾の持続 通常:地面到達まで、ES:地面到達まで
  • 発生保障 共通:25F~
  • 発生保証後、通常版、ES版共に本体が攻撃を食らっても弾は消失しない
Chaos Flare (Demitri)
Startup Active Recovery On Hit On Block
26 - 47 +25 +5
Guage Damage Attack Cancels Properties
12/16/21 18/6 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
  • 弾の持続 通常:80F、ES:60F
  • 通常版:45F行動不能 (レバガチャで短縮可)
  • ES版:65F行動不能 (レバガチャで短縮可)
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 弾の発生保障 共通:25F~
  • 通常版は発生保障後、弾の攻撃判定が出現する前に本体が攻撃を受けた場合は、弾の攻撃判定は1Fのみ出現後消失する
Chaos Flare ES (Demitri)
Startup Active Recovery On Hit On Block
26 - 47 +45 +5
Guage Damage Attack Cancels Properties
0/0/0 24/9 Mid No Airok.png
  • Can exhale as many times as you want after the first inhale
Dark Cannon (Hsien Ko)
Startup Active Recovery On Hit On Block
25 - 47 +4 +3
Guage Damage Attack Cancels Properties
-/-/- 0/0 - - Airok.png
  • 弾の持続 弱:36F、中:58F、強:93F、ES(弱軌道):39F、ES(中軌道):60F、ES(強軌道):94F
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 気絶暗器ヒット時、ヒット効果:吹き飛びダウン + 起き上がり後気絶61F(レバガチャで短縮不可)
  • 弾の発生保障 共通:25F~
  • 発生保証後、通常版、ES版共に本体が攻撃を食らっても弾は消失しない
  • Light: Hit = +4 Block = +3, Medium: Hit = +9 Block = +8, Heavy: Hit = +13 Block = +12
Dark Cannon ES (Hsien Ko)
Startup Active Recovery On Hit On Block
25 - 47 +13 +12
Guage Damage Attack Cancels Properties
0/0/0 18*3/6*3 - - Airok.png
  • Can exhale as many times as you want after the first inhale
Dio Sega (Jedah)
Startup Active Recovery On Hit On Block
51 - 47 - -
Guage Damage Attack Cancels Properties
12/13+1+1/15+3+3 8*3/4*3 High - Airok.png
  • 弾の持続 通常:65F、ES:65F
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 弾の発生保障 通常:50F~、ES:25F~
  • 通常版は発生保障後、弾の攻撃判定が出現する前に本体が攻撃を受けた場合は、弾の攻撃判定は1Fのみ出現後消失する
Dio Sega ES (Jedah)
Startup Active Recovery On Hit On Block
51 - 47 - -
Guage Damage Attack Cancels Properties
0/0/0 8*5/4*5 High - Airok.png
  • Can exhale as many times as you want after the first inhale
Soul Flash (Lilith)
Startup Active Recovery On Hit On Block
31 - 47 +19 +9
Guage Damage Attack Cancels Properties
12/16/21 18/6 - - Airok.png
  • 弾の持続 弱:49F、中:17F、強:9F、ES:81F
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 弾の発生保障 共通:25F~
  • 通常版は発生保障後、弾の攻撃判定が出現する前に本体が攻撃を受けた場合は、弾の攻撃判定は1Fのみ出現後消失する
Soul Flash ES (Lilith)
Startup Active Recovery On Hit On Block
31 - 47 +28 +18
Guage Damage Attack Cancels Properties
0/0/0 11*3/4*3 - - Airok.png
  • Can exhale as many times as you want after the first inhale
Soul Fist (Morrigan)
Startup Active Recovery On Hit On Block
26 - 47 +14 +13
Guage Damage Attack Cancels Properties
12/16/21 17/6 - - Airok.png
  • 弾の持続 弱:56F、中:72F、強:88F、ES:画面外まで
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 弾の発生保障 共通:25F~
  • 通常版は発生保障後、弾の攻撃判定が出現する前に本体が攻撃を受けた場合は、弾の攻撃判定は1Fのみ出現後消失する
Soul Fist ES (Morrigan)
Startup Active Recovery On Hit On Block
26 - 47 Knockdown.png +37
Guage Damage Attack Cancels Properties
0/0/0 9*3/3*3 - - Airok.png
  • Can exhale as many times as you want after the first inhale
Sonic Wave (Rikuo)
Startup Active Recovery On Hit On Block
26 - 47 +65 +4
Guage Damage Attack Cancels Properties
12/15/18 13/5 - - Airok.png
  • 弾の持続 弱:17F、中:23F、強:29F、ES:63F
  • 地上ヒット時(共通)、ヒット効果:のけぞり(23F)+62F麻痺 (レバガチャで短縮不可)
  • のけぞりはヒットストップ時間を含んだ時間
  • 空中ヒット時(共通)、ヒット効果:ヒットストップ(11F)後、空中で60F麻痺後吹き飛びダウン (レバガチャで短縮不可)
  • 弾の発生保障(ES):25F~
  • 通常版は発生保障がない
Sonic Wave ES (Rikuo)
Startup Active Recovery On Hit On Block
26 - 47 +65 +4
Guage Damage Attack Cancels Properties
0/0/0 13,18/5,6 - - Airok.png
  • Can exhale as many times as you want after the first inhale


Hitsugi no Mai
Down.gifDown.gifP.png OR K.png
Hitsugi no Mai Lp.png OR Lk.png
Startup Active Recovery On Hit On Block
30 18 73 Knockdown.png Variable
Guage Damage Attack Cancels Properties
12/16/21 18/7 High No Airok.png
  • Drops a casket on the opponent. Power of button determines range
  • All versions of this move are identical with the exception of their range and the ES version.
Hitsugi no Mai Mp.png OR Mk.png
Startup Active Recovery On Hit On Block
30 18 73 Knockdown.png Variable
Guage Damage Attack Cancels Properties
12/16/21 18/7 High No Airok.png
  • Drops a casket on the opponent. Power of button determines range
  • All versions of this move are identical with the exception of their range and the ES version.
Hitsugi no Mai Hp.png OR Hk.png
Startup Active Recovery On Hit On Block
30 18 73 Knockdown.png Variable
Guage Damage Attack Cancels Properties
12/16/21 18/7 High No Airok.png
  • Drops a casket on the opponent. Power of button determines range
  • All versions of this move are identical with the exception of their range and the ES version.
Hitsugi no Mai ES P.pngP.png OR K.pngK.png
Startup Active Recovery On Hit On Block
30 - 283 Knockdown.png -
Guage Damage Attack Cancels Properties
0/0/0 18/7(1発) High No -
  • Hits 3 times at multiple ranges
  • 弾の持続 通常:18F、ES:18F (1発)
  • 弾の発生保証 通常:29F~、ES(初段):29F~ (2発目以降は攻撃判定発生の1F前)
  • 発生保証後、通常版、ES版共に本体が攻撃を食らっても弾は消失しない


Ouke no Sabaki
Down.gifDownright.gifRight.gifP.png
Ouke no Sabaki Lp.png
Startup Active Recovery On Hit On Block
34 - 61 CURSE Variable
Guage Damage Attack Cancels Properties
12/16/21 11/5 High No Aironly.png
  • Curses the opponent on hit. Cursed opponents cannot attack or block
  • 弾の持続:地面到達まで
  • 本体が攻撃を食らった時点で攻撃判定消失
  • ヒット後の変身時間 弱:15F、中:111F、強:191F、ES:271F
  • 上記変身時間中は食らい判定があり、歩行ジャンプなどの行動が可能
  • 攻撃を食らった際のヒットストップ時間中は変身時間解除までの時間が停止
  • ヒット後の変身演出(57F)、変身解除演出(28F)は行動不可で全身無敵
  • 変身解除直後の動作可能になった1F間は全身無敵
Ouke no Sabaki Mp.png
Startup Active Recovery On Hit On Block
34 - 77 CURSE Variable
Guage Damage Attack Cancels Properties
12/16/21 11/5 High No Aironly.png
  • Curses the opponent on hit. Cursed opponents cannot attack or block
Ouke no Sabaki Hp.png
Startup Active Recovery On Hit On Block
34 - 93 CURSE Variable
Guage Damage Attack Cancels Properties
12/16/21 11/5 High No Aironly.png
  • Curses the opponent on hit. Cursed opponents cannot attack or block
Ouke no Sabaki ES P.pngP.png
Startup Active Recovery On Hit On Block
34 - 93 CURSE Variable
Guage Damage Attack Cancels Properties
0/0/0 11*3/5*3 High No Aironly.png


Cobra Blow
Left.gifRight.gifP.png
Cobra Blow Lp.png
Startup Active Recovery On Hit On Block
10 6/6 21 -2 -3
Guage Damage Attack Cancels Properties
18/19+1/21+3 13*2/5*2 Mid*2 No -
  • Visually similar to 5hp, but longer range. Range is determined by strength of button (lp - close range, mp - mid screen, hp - full screen)
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 硬直差の範囲(弱:1段目) H:-2 G:-3
  • 硬直差の範囲(弱:2段目) H:-2~+3 G:-3~+2
Cobra Blow Mp.png
Startup Active Recovery On Hit On Block
10 6/6/6 29 -10 -44
Guage Damage Attack Cancels Properties
18/19+1+1/21+3+3 11*3/4*3 Mid*3 No -
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 硬直差の範囲(中:1段目) H:-16 G:-17
  • 硬直差の範囲(中:2段目) H:-16~-11 G:-17~-12
  • 硬直差の範囲(中:3段目) H:-10~-5 G:-11~-6
Cobra Blow Hp.png
Startup Active Recovery On Hit On Block
10 6/6/6/5 32 -12 -13
Guage Damage Attack Cancels Properties
18/19+1*3/21+3*3 9*4/3*4 Mid*4 No -
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 硬直差の範囲(強:1段目) H:-24 G:-25
  • 硬直差の範囲(強:2段目) H:-24~-19 G:-25~-20
  • 硬直差の範囲(強:3段目) H:-18~-13 G:-19~-14
  • 硬直差の範囲(強:4段目) H:-12~-8 G:-13~-9
Cobra Blow ES P.pngP.png
Startup Active Recovery On Hit On Block
10 6/6/6/5/6/5 32 Knockdown.png -13
Guage Damage Attack Cancels Properties
0/0/0 9*6/3*6 Mid*3+Low*3 No -
  • 空中ヒット時、ヒット効果:吹き飛びダウン
  • 硬直差の範囲(ES:1段目) H:-41~-36 G:-42~-37
  • 硬直差の範囲(ES:2段目) H:-35~-30 G:-36~-31
  • 硬直差の範囲(ES:3段目) H:-29~-24 G:-30~-25
  • 硬直差の範囲(ES:4段目) H:ダウン G:-24~-20
  • 硬直差の範囲(ES:5段目) H:ダウン G:-19~-14
  • 硬直差の範囲(ES:6段目) H:ダウン G:-13~-9


Miira Drop
Down.gifDownright.gifRight.gifP.png
Miira Drop Lp.png
Startup Active Recovery On Hit On Block
22 8 30 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 5x(1~4)+16/2x(1~4)+6 Mid No Command Grab
  • A command grab. Can be performed at different ranges using different buttons (lp - close range, mp - mid screen, hp - full screen)
  • Mash for extra damage
  • 投げ判定のためガード中など投げ無敵状態の相手にはヒットしない
  • お互いのレバガチャにより攻撃回数増減
  • 通常版はお互いのレバガチャにより叩き付ける方向が前方と後方に変化
Miira Drop Mp.png
Startup Active Recovery On Hit On Block
25 6 29 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 5x(1~4)+16/2x(1~4)+6 Mid No Command Grab
Miira Drop Hp.png
Startup Active Recovery On Hit On Block
29 3 28 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 5x(1~4)+16/2x(1~4)+6 Mid No Command Grab
Miira Drop ES P.pngP.png
Startup Active Recovery On Hit On Block
22 73 28 Knockdown.png -
Guage Damage Attack Cancels Properties
0/-/0 5x(1~4)+20/2x(1~4)+6 Mid No Command Grab


Togame no Ana
Right.gifDown.gifDownright.gifK.png
Togame no Ana Lk.png
Startup Active Recovery On Hit On Block
25 24 46 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 17/4 Mid No Command Grab
  • Another command grab. This one can only be performed on knockdown.
  • 全身無敵 通常:1F~48F、ES:1F~93F
  • 空中判定 通常:49F~93F、ES:94F~146F
  • 空中の相手にもヒットする
  • 投げ判定のためガード中など投げ無敵状態の相手にはヒットしない
Togame no Ana Mk.png
Startup Active Recovery On Hit On Block
25 24 46 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 17/4 Mid No Command Grab
  • Another command grab. This one can only be performed on knockdown.
Togame no Ana Hk.png
Startup Active Recovery On Hit On Block
25 24 46 Knockdown.png -
Guage Damage Attack Cancels Properties
12/-/21 17/4 Mid No Command Grab
  • Another command grab. This one can only be performed on knockdown.
Togame no Ana ES K.pngK.png
Startup Active Recovery On Hit On Block
25 69 54 Knockdown.png -
Guage Damage Attack Cancels Properties
0/-/0 17/4 Mid No Command Grab
  • Another command grab. This one can only be performed on knockdown.


EX Moves


Shinjitsu no Oshie
Right.gifDown.gifDownright.gifP.pngP.png
Startup Active Recovery On Hit On Block
7 3 86 0 -
Guage Damage Attack Cancels Properties
Costs 1 Bar 3/2 Mid No Guard Cancel
  • Anakaris' Guard Cancel and one of his defining traits. Anakaris cannot perform a guard cancel without meter, making him weaker defensively.


Naraku no Ana
Left.gifDownleft.gifDown.gifDownright.gifRight.gifK.pngK.png
Startup Active Recovery On Hit On Block
50 70 45 Knockdown.png -
Guage Damage Attack Cancels Properties
Costs 1 Bar 42/12 Mid No Unblockable.png
  • (HCF+KK) - Anakaris summons a column of something, a la HOD, except its unblocable. Opponents are able to be hit from top to bottom of the screen Due to its incredibly long startup, the Hellhole super makes for an impractical Anti Air option. With proper anticipation on knockdown though, it may make for a viable wakeup option(w/ the opponent waking up)..

For the most part though, Anak's meter can be better used elsewhere.


Pharoah Magic
Mk.png,Lp.png,Down.gif,Lk.png,Mp.png
Ground
Startup Active Recovery On Hit On Block
38 - 160 Knockdown.png -96
Guage Damage Attack Cancels Properties
Costs 1 Bar 5x3+30/2x3+10 Mid No Airok.png
  • (lvl 1:[mp, lk, down, lp, mk]requires 1 meter , lvl 2:[hp, mk, down, mp, rk] requires 2 meters, lvl 3: [rk, mp, lk, down, lp, mk, hp] requires 3 meters) - These 3 versions of the curse super are essentially the same type of super; a beefy version of Anakaris's curse special. Unfortunately, all versions of this super share the same slow startup and travel time that the normal curse special move has. To top it off, all versions of this EX move are blockable, making even a wakeup curse super impractical.

All these deficiencies, coupled with Anakaris's slow nature of building meter make all versions of this super impractical for competative play. Stay away from these supers.

Air
Startup Active Recovery On Hit On Block
42 - 164 Knockdown.png -
Guage Damage Attack Cancels Properties
Costs 1 Bar 5x3+30/2x3+10 High No Airok.png
  • 弾の持続:地面到達まで


Pharoah Salvation
Hk.png,Mp.png,Down.gif,Mk.png,Hp.png
Ground
Startup Active Recovery On Hit On Block
38 - 160 Knockdown.png -96
Guage Damage Attack Cancels Properties
Costs 2 Bar 5+2x8+5x5+30/1+0x8+1x5+7 Mid No Airok.png
  • (lvl 1:[mp, lk, down, lp, mk]requires 1 meter , lvl 2:[hp, mk, down, mp, rk] requires 2 meters, lvl 3: [rk, mp, lk, down, lp, mk, hp] requires 3 meters) - These 3 versions of the curse super are essentially the same type of super; a beefy version of Anakaris's curse special. Unfortunately, all versions of this super share the same slow startup and travel time that the normal curse special move has. To top it off, all versions of this EX move are blockable, making even a wakeup curse super impractical.

All these deficiencies, coupled with Anakaris's slow nature of building meter make all versions of this super impractical for competative play. Stay away from these supers.

Air
Startup Active Recovery On Hit On Block
42 - 164 Knockdown.png -
Guage Damage Attack Cancels Properties
Costs 2 Bar 5x3+30/2x3+10 High No Airok.png
  • 弾の持続:地面到達まで


Pharoah Decoration
Hk.png,Mp.png,Down.gif,Mk.png,Hp.png
Ground
Startup Active Recovery On Hit On Block
38 - 160 Knockdown.png -96
Guage Damage Attack Cancels Properties
Costs 3 Bar 5+2x8+5x5+30/1+0x8+1x5+7 Mid No Airok.png
  • (lvl 1:[mp, lk, down, lp, mk]requires 1 meter , lvl 2:[hp, mk, down, mp, rk] requires 2 meters, lvl 3: [rk, mp, lk, down, lp, mk, hp] requires 3 meters) - These 3 versions of the curse super are essentially the same type of super; a beefy version of Anakaris's curse special. Unfortunately, all versions of this super share the same slow startup and travel time that the normal curse special move has. To top it off, all versions of this EX move are blockable, making even a wakeup curse super impractical.

All these deficiencies, coupled with Anakaris's slow nature of building meter make all versions of this super impractical for competative play. Stay away from these supers.

Air
Startup Active Recovery On Hit On Block
42 - 164 Knockdown.png -
Guage Damage Attack Cancels Properties
Costs 3 Bar 5x3+30/2x3+10 High No Airok.png
  • 弾の持続:地面到達まで


Dark Force


Pharoah Spirit
P.png+K.png of the same strength
Startup Active Recovery On Hit On Block
88 389~0(Variable) Until Landing + 11 landing frames - -
Guage Damage Attack Cancels Properties
Costs 1 Bar 0/0 - - Invincible for 60f
  • Anakaris's upper and lowe torso separate, giving th user primary control over the upper body, while having a bit of a random AI control the lower body. Anakaris' upper half has hyper armor, and cannot block. The lower half is completely invincible. This DF has quite some utility, despite its oddness. though more research is necessary.
  • 全身無敵(発動時):1F~60F
  • 投げ無敵(解除時):解除時硬直最後の1F
  • 発動後上半身はハイパーアーマー状態で攻撃を食らってものけぞらない (DF解除後着地10Fまでハイパーアーマー状態)
  • 下半身は自動で前進する
  • 上半身はP、下半身はKで攻撃可能 (同時に攻撃することはできない)
  • 発動中の必殺技は棺の舞のみ使用可
  • 下半身の攻撃の詳細については「DF専用技」の項参照




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