Anakaris (DS2)

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VHAnakarisportrait.gif
VHAnakarisWin.gif

Introduction

Anakaris is a keepaway character and a zoning one too.

Moves List

Normal Moves

Note worthy normals

Standing MP can hit on the way up or on the way down, making it a possible anti-air

Standing HP is a long poke that can hit crouching opponents

Standing LK is great for starting combos since it hits low and for dashing to apply pressure

Standing MK is a good range attack that hits crouching opponents

Standing HK's distance can be altered by pressing back or forward. It goes over low attacks but whiffs on crouching opponents

Crouching HP is his go-to anti-air since it cannot be airblocked, has great height and shrinks his hitbox

Crouching MK has excellent range, as much as Crouching HK

Jumping K's give Anakaris the ability to control the opponent's ground movement from the air


  • [] (on crouching opponents)



Special Moves

Seija no Ayumi: Press F + MK

A slow command over-head that can be cancelled into during chain combos but will not combo.


Tombstone Drop: During jump, press d + K

Anakaris will drop down on his opponent with a pyramid. Useful for ending your jump to psych out the opponent right in front of them.


Tombstone Dive: During jump, press df + K

Anakaris' own dive kick maneuver - excellent for rush down, applying pressure and starting combos.


Kotodama Gaeshi (Inhale) - QCB + K (useable in air)

Anakaris inhales the opponent's projectile, beware this does not work with all projectiles in the game. The only ones that can be inhaled are Anakaris' Ouke no Sabaki, Rikuo/Aulbath's Sonic Wave & Poison Breath, Bishamon's Hane Na and Mukuro Fuuji, Demitri's Chaos Flare and Air Chaos Flare, Donovan's Blizzard Sword, Hsien-Ko/Lei-Lei's Anki Hou, Morrigan's Soul Fist and Air Soul Fist, Huitzil/Phobos' Mighty Launcher, Pyron's Sol Smasher and Air Sol Smasher and then finally he can inhale Sasquatch's Big Snow. Keepn in mind you have to inhale that particular projectile to use it so just because for example if you inhale Demitri's Air Chaos Flare then you can only use the Air Chaos Flare and not the regular grounded one, unless you inhale that as well. ES projectiles of the above mentioned can also be inhaled.


Kotodama Gaeshi (Exhale) - After swallowing a fireball, QCF + K (useable in air)[ES]

Anakaris will exhale the projectile he inhaled earlier. This can help for projectile wars, including inhaling one projectile gives you unlimited projectiles to exhale. You will have to use bar to exhale a ES projectile, but you do not have to inhale a ES projectile in order to use it. The same properties for each projectile applies here, including damage scaling. Due to the slow start-up they cannot be used in combos and should be used strictly for zoning and projectile wars only.


Hitsugi no Mai - Press LP+LK or MP+MK or HP+HK [ES]

Also known as the coffin drop, each version does the same damage but differs in where he drops the coffin. This attack is best used for controlling space and or trying to get a knockdown from a far. You can also move the drop slightly by pressing back or forward. LP + LK drops it about two character length's in front of him MP + MK drops it about three character length's in front of him HP + HK drops it about five character length's in front of him

The ES version drops multiple coffins for the same amount of damage in a succession of Hard, Medium, Hard, Light, Medium, Light, Hard, Medium. It does the same amount of damage and knocks down. It is possible to get a 2 hit juggle combo off of it. An OK move to use to put up a wall in front of you and further control your opponents' mobility, but there are better things you can use your meter on. This ES is done by pressing all 3P + 3K. However, you cannot alter the movement of this ES by pressing back or forward.


Ouke no Sabaki - In air, QCF + P [ES]

Also known as "the curse" this is a air only based projectile. Of course the further away you are the less damage it does. During the curse state the opponent is free to move but not attack, this opens up the possibility of free hits for Anakaris. However, certain moves are off limits during the curse state such as another Ouke no Sabaki, Mira Drop, Pharaoh Magic and Narakuna no Ana. Button strength used determines how long the opponent is cursed. LP - 1 second MP - 3 seconds HP - 6 seconds

The ES version fires a larger projectile that has a better chance of connecting with the opponent and leaves the opponent cursed for roughly 9 seconds. If done close, the damage on this is three times as much of the normal curse. Though from a far it barely does much more damage.


Cobra Blow - Press B, F + P [ES]

This special is rather similar to his standing HP, yet slightly more range. LP goes about half-screen, meanwhile MP/HP goes roughly more than half-screen for also more hits and damage. This attack will whiff on crouching opponents, unless done close where only the first hit will connect. If you hit a jumping opponent with this it will result in a knock down. LP is pretty safe in poke string situations but stay away from the others. This is Anakaris' only special he can combo.

ES version has the same reach as the HP version yet barely more. It too faces the same crouching constraints. The ES does multiple hits, more damage and knocks down both jumping and grounded opponents.


Mira Drop - QCF + P [ES]

This is essentially Anakaris' throw. Button strength determines only the distance and not the damage. Unlike other throws it will not connect at point-blank range and whiff crouching opponents. This special can be mashed for more damage. LP - goes two character lengths MP - goes three character lengths HP - goes five character lengths

The ES version does the same amount of damage if not mashed. If you do mash it does slightly more damage but the ES version has other benefits. it reaches about 5 character lengths in front of Anakaris, will connect at point-blank range, has quicker start-up and can grab crouching opponents.



Super Moves

Pharaoh Magic - Press MK, LP, D, LK, MP

A highly damaging, fully invincible projectile super. It cannot be comboed so its use strictly for punishment only.


Pharaoh Split - Press LP, LP, D, MK, HK

During this Anakaris' top body is a floating state where P buttons result in jumping P attacks and his legs move on their own and K buttons result in standing K normals. The start-up is completely invincible.


Naraku no Ana - HCF + 2K

An unblockable attack that results in a knock-down. This is not the safest move since it has tons of start-up, no invincibility and the fact it leaves the opponent rather close while you are recovering and only for about 20% damage.



The Basics

Anakaris is a zoning and low rushdown character and your objective is to keep away your opponent and use your Coffin mixups.

Combos

Crouching LP, LK, MP (1 hit), MK, HK - 5 hits, 26% damage

Dashing LK, link standing LP, LK, crouching MP, HK - 5 hits, 25% damage

Tombstone Dive, Standing LP, LK, crouching MP, HK - 5 hits, 26% damage

Standing close LK, ES Cobra Blow - 7 hits, 35% damage (tack on a ES pursuit for a possible 52% damage, you can also link a standing LK into another for a little more damage)

Advanced Strategy

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes

LP 6 3 7 +7 +5 1/ 2/ 8 LM
MP 7[9] 5 17 -3[+2] -5[0] 2/ 5/17 LM [ ]内しゃがみヒット
HP 12 4 29 -6 -8 3// LM ×
LK 6 3 7 +7 +5 1// L
MK 8 4 23 -4 -6 2// LM ×
HK 12 6 36 -13 -15 3// HML ×
B.giforF.gif+MK 24[30] 9 11 -1[+5] -3 2// × [ ]内しゃがみヒット
Crouching LP 6 3 8 +6 +4 1// LM
MP 6 6・6 24 -11 -13 2// LM ○+×
HP 6 21 31 KD -31 3// LM
LK 7 3 10 +7 +5 1// L
MK 14 3 19 0 -2 2// L ×
HK 14 4 24 Fall -3 3// L ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




LP 8 18 9 - - 1// HM ×
MP 10 8 15 - - 2// HM ×
HP 11 9 24 - - 3// HM ×
LK 20 12 10 - - 1// HML × 35F~40F:Invincible
MK 8 9 25 - - 2// HML ×
HK 8 9 25 - - 3// HML ×


 


Up.gif + LK 8 着地まで - - - 1// HM ×
Up.gif + MK 8 着地まで - - - 2// HM ×
Up.gif + HK 8 着地まで - - - 3// HM ×
Db.gif + LK 8 着地まで - - - 1// HM ×
Db.gif + MK 8 着地まで - - - 2// HM ×
Db.gif + HK 8 着地まで - - - 3// HM ×
 







Specials
棺の舞
     
同じ強さの
PK同時押し
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:30 - Total:72 KD 6// HM
弾:30 - Total:72 KD 6// HM
弾:30 - Total:72 KD 6// HM
ES 弾:30 - Total:320 KD 0/ 0/ 0 HM
王家の裁き
     
空中で Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:35 - Total:49 変身 - 6// HML 弱:F変身
     中:F変身
強:F変身
ES:F変身
弾:35 - Total:65 変身 - 6// HML
弾:35 - Total:81 変身 - 6// HML
ES 弾:35 - Total:65 変身 - 0/ 0/ 0 HML
言霊返し(吸う)
     
Qcb.gif + K
(空中でも使用可)
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
4 9 56 - - 6/6 -
4 15 56 - - 6/6 -
4 21 56 - - 6/6 -
ES - - - - - - -
言霊返し(吐く)
     
Qcf.gif + K
(空中でも使用可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
Total:46 6// 詳細は別表
Total:46 6//
Total:46 6//
ES Total:46 0/ 0/ 0
コブラブロー
     
B.gifF.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
10 6(6)5 15 +3 +1 6// LM 空中ヒット時KD
10 6・6(6)5 23 -5 -7 6// LM
10 6・6(6)5 31 -13 -15 6// LM
ES 10 6・6・6・5・6・5 31 KD -15 0/ 0/ 0 LM
ミイラドロップ
     
Qcf.gif + P
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
22 7 26 KD - 6// 投げ
25 7 26 KD - 6// 投げ
29 7 26 KD - 6// 投げ
ES 19 80 27 KD - 0/ 0/ 0 投げ
 







Supers
奈落の穴
     
Hcf.gif+ KK
Startup Active Recovery Hit Guard Guard Height Notes
52 66 46 KD - ガード不能
ファラオマジック
     
MK LP Down.gif LK MP
Startup Active Recovery Hit Guard Guard Height Notes
弾:38 - Total:107 KD +3 HML 完全無敵:8
ファラオスプリット
     
LP LP Down.gif MK HK
Startup Active Recovery Hit Guard Guard Height Notes
- - - Total:87 発動直後から下半身無敵
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 26 17 着地8 /
ES 26 17 着地8 0/ 0
 






Others
ワープ
     
画面端で後方ダッシュ
Notes
背中が画面端に密着時に使用可、画面の反対側にワープする、完全無敵:57
反対から出現してもダッシュモーション中(23F間)は無敵、その後のRecoveryは7F
浮遊
     斜めジャンプ降下中に
Up.gif要素
Notes
Ub.gif or 、Up.gifで同方向、<IMG src="../../../pic/command/9-b.gif" width="11" height="11" border="0">で右に浮き直す、一度のジャンプ中に2回まで使用可
 
垂直2段ジャンプ
     
垂直ジャンプ中に Up.gif
Notes
垂直ジャンプの高さが一段階上がる
 
空中移動
     
垂直ジャンプ中にB.gif or F.gif
Notes
レバー入力方向に水平移動する
 
強制着地
     
垂直ジャンプ中に Up.gif
Notes
強制的に地面に着地する、着地のスキ:1
垂直ジャンプは一定時間経過でも強制的に着地する







Spells
ブリザードソード
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:32 - Total:46 +63 +17 // HML 空中ヒット時KD
弾:32 - Total:46 +63 +17 // HML
弾:32 - Total:46 +63 +17 // HML
ES 弾:32 - Total:46 +79 +33 0/ 0/ 0 HML
暗器砲
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +13 +11 // HML 空中ヒット時KD
弾:26 - Total:46 +13 +11 // HML
弾:26 - Total:46 +13 +11 // HM
ES - - - - - - -
カオスフレア
     
Qcf.gif + K
(空中でも使用可)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +40 +4 // HML 空中ヒット時KD
弾:26 - Total:46 +40 +4 // HML
弾:26 - Total:46 +40 +4 // HML
ES 弾:26 - Total:46 KD +16 0/ 0/ 0 HML
空中
     カオスフレア

空中で Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 // HML 空中ヒット時KD
弾:26 - Total:46 // HML
弾:26 - Total:46 // HML
ES 弾:26 - Total:46 KD 0/ 0/ 0 HML
ソウルフィスト
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +13 +11 // HML 空中ヒット時KD
弾:26 - Total:46 +13 +11 // HML
弾:26 - Total:46 +13 +11 // HML
ES 弾:26 - Total:46 KD +37 0/ 0/ 0 HML
空中
     ソウルフィスト

空中で Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 // HML 空中ヒット時KD
弾:26 - Total:46 // HML
弾:26 - Total:46 // HML
ES 弾:26 - Total:46 KD 0/ 0/ 0 HML
王家の裁き
     
空中で Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:46 - Total:46 変身 // HML
弾:46 - Total:46 変身 // HML
弾:46 - Total:46 変身 // HML
ES 弾:46 - Total:46 変身 0/ 0/ 0 HML
撥ね刃
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +12 // HML
弾:26 - Total:46 +12 // HML
弾:26 - Total:46 +12 // HML
ES 弾:26 - Total:46 KD 0/ 0/ 0 HML
骸封じ
     
空中で Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 憑依 // HML 気絶:のけぞり後180F
レバガチャで短縮可
弾:26 - Total:46 憑依 // HML
弾:26 - Total:46 憑依 // HML
ES 弾:26 - Total:46 憑依 0/ 0/ 0 HML
ソニックウェーブ
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +55 +11 // HML 気絶:のけぞり後44F
     空中ヒット時
レバガチャで短縮可
気絶:のけぞり後34F
弾:26 - Total:46 +55 +11 // HML
弾:26 - Total:46 +55 +11 // HML
ES 弾:26 - Total:46 +55 +11 0/ 0/ 0 HML
ポイズンブレス
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:36 - Total:46 +75 +21 // HML 気絶:のけぞり後52F
     空中ヒット時
気絶時間:地上で52F
レバガチャで短縮可
弾:36 - Total:46 +75 +21 // HML
弾:36 - Total:46 +75 +21 // HML
ES 弾:36 - Total:46 +75 +21 0/ 0/ 0 HML
ビッグスノー
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 +57 +11 // HML
弾:26 - Total:46 +57 +11 // HML
弾:26 - Total:46 +57 +11 // HML
ES 弾:26 - Total:46 +83 +37 0/ 0/ 0 HML
マイトランチャー
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:27 - Total:46 KD +12 // HML
弾:27 - Total:46 KD +12 // HML
弾:27 - Total:46 KD +12 // HML
ES 弾:28 - Total:46 KD +29 0/ 0/ 0 HML
ソルスマッシャー
     
Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 KD +11 // HML
弾:26 - Total:46 KD +11 // HML
弾:26 - Total:46 KD +11 // HML
ES 弾:26 - Total:46 KD +37 0/ 0/ 0 HML
空中
     ソルスマッシャー

空中で Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
弾:26 - Total:46 KD // HML
弾:26 - Total:46 KD // HML
弾:26 - Total:46 KD // HML
ES 弾:26 - Total:46 KD 0/ 0/ 0 HML
 

Match-ups

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