Most of Anna's key tools will be done from crouching, one of her best mixups is WS 2 being a mid launcher and FC df+2 being an unseeable low launcher, out of crouch you can also stance transition to CJM with WS 3,b. In CJM, you automatically parry and launch every low your opponent throws at you, she also has tools like 2,1 and 2+3 to beat your opponent pressing, as well as uf+4 to fully launch crouching opponents, you can transition into crouch dash from CJM with CJM df. From crouch dash you have access to your chain grab with cd 1+2 and a fast counterhit launcher with cd 1.
Most of Anna's key tools will be done from crouching, one of her best mixups is WS 2 being a mid launcher and FC df+2 being an unseeable low launcher, out of crouch you can also stance transition to CJM with WS 3,b.<br>
At the wall Anna can f,f+3,4,b+3 into her just frame (1+2 as soon as she hits the ground) for an unblockable 70 damage, Anna can cancel this unblockable with u,u for even more mind games.
In CJM, you automatically parry and launch every low your opponent throws at you, she also has tools like 2,1 and 2+3 to beat your opponent pressing, as well as uf+4 to fully launch crouching opponents, you can transition into crouch dash from CJM with CJM df.<br>
From crouch dash you have access to your chain grab with cd 1+2 and a fast counterhit launcher with cd 1.<br>
At the wall Anna can f,f+3,4,b+3 into her just frame (1+2 as soon as she hits the ground) for an unblockable 70 damage, Anna can cancel this unblockable with u,u for even more mind games.<br>
Anna has lack of good bound moves, punishing and a lack of safe launchers, she can also be punished pretty heavily as most of her moves are unsafe on block.
Anna has lack of good bound moves, punishing and a lack of safe launchers, she can also be punished pretty heavily as most of her moves are unsafe on block.
Latest revision as of 17:05, 29 September 2025
Anna Williams (Tekken 6)
Anna Williams
Great oki, high risk, high reward mixup character, best played with an aggressive rushdown playstyle, anna has good pokes and decent whiff punishment.
Most of Anna's key tools will be done from crouching, one of her best mixups is WS 2 being a mid launcher and FC df+2 being an unseeable low launcher, out of crouch you can also stance transition to CJM with WS 3,b.
In CJM, you automatically parry and launch every low your opponent throws at you, she also has tools like 2,1 and 2+3 to beat your opponent pressing, as well as uf+4 to fully launch crouching opponents, you can transition into crouch dash from CJM with CJM df.
From crouch dash you have access to your chain grab with cd 1+2 and a fast counterhit launcher with cd 1.
At the wall Anna can f,f+3,4,b+3 into her just frame (1+2 as soon as she hits the ground) for an unblockable 70 damage, Anna can cancel this unblockable with u,u for even more mind games.
Anna has lack of good bound moves, punishing and a lack of safe launchers, she can also be punished pretty heavily as most of her moves are unsafe on block.
Key Moves
These are the main moves you will want to use in a match.
d+3
Startup
Hit Level
On Block
On Hit
On Counter
16
L
-17
-3
-3
One of her biggest range low pokes, although punishable.
f,f+2
Startup
Hit Level
On Block
On Hit
On Counter
16
H
+5
KD
KD
Use this to approach your opponent and catch them while not blocking.
FC f+2
Startup
Hit Level
On Block
On Hit
On Counter
20
M
-12
KD
KD
Hits grounded.
df+4
Startup
Hit Level
On Block
On Hit
On Counter
16
L
-17
+4
+4
Close range low poke.
FC df+2
Startup
Hit Level
On Block
On Hit
On Counter
20
L
-20
KD
KD
An unseeable low launcher.
WS 2
Startup
Hit Level
On Block
On Hit
On Counter
19
M
-13
KD
KD
A while standing mid launcher.
f,f+3,4,3
Startup
Hit Level
On Block
On Hit
On Counter
16
M,M,M
-14
KD
KD
Can transition to CJM.
d+4,1
Startup
Hit Level
On Block
On Hit
On Counter
12
L,H
0
+6
+11
A low high to poke your opponent.
Stance Moves
This is what you can do out of your stances.
CJM 2,1
Startup
Hit Level
On Block
On Hit
On Counter
10
H,M
-7
-2
-2
The fastest move out of CJM, safe on block.
CJM 3
Startup
Hit Level
On Block
On Hit
On Counter
12
M
-10
+1
KD
Fastest mid out of stance to check for crouching opponents, launches on counterhit.
CJM f,f
Startup
Hit Level
On Block
On Hit
On Counter
Mixup that either knocks down (3) or launches (4). Both moves are difficult to punish.
CJM db+3,3
Startup
Hit Level
On Block
On Hit
On Counter
15
L,H
-7
+1
+1
15 frame low high.
CJM uf+4
Startup
Hit Level
On Block
On Hit
On Counter
15
M
-13
KD
KD
Mid launcher out of stance.
cd 1+2
Startup
Hit Level
On Block
On Hit
On Counter
Chain grab to make your opponents guess.
cd 1
Startup
Hit Level
On Block
On Hit
On Counter
15
H
+1
+3
KD
A 15 frame, high counterhit launcher out of crouch dash.
cd 3,2
Startup
Hit Level
On Block
On Hit
On Counter
18
M,H
-13
KD
KD
A safe, mid high to check for crouching opponents.