Ironfist Insights
no data — import yours

Anna — character information

Every Anna move in Tekken 8: 51 rows, 9 lows, 4 throws, 9 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Anna is a chip-damage character (26% do chip damage on block) and expensive to be poked by (their average safe poke does 14.8 damage), with 1 further axis also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Anna: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block11%21st of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Anna: 11% of the movelist is plus on block — 21st of 41. The roster median is 11%.

  • Lows13%23rd of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Anna: 13% of the movelist is lows — 23rd of 41. The roster median is 13.8%.

  • CH launchers1220th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Anna: 12 moves launch on counter hit — 20th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Anna: 3 stances: CJM, HAM, TOM — 6th of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Anna: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony26%13th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Anna: 26% of the movelist carries a balcony break or wall crush — 13th of 41. The roster median is 24.8%.

  • Floor breakers031st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Anna: 0 strikes break the floor — 31st of 41. The roster median is 2.

  • Side switches217th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Anna: 2 moves switch sides on hit — 17th of 41. The roster median is 2.

  • Chip damage26%3rd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Anna: 26% do chip damage on block — 3rd of 41. The roster median is 14.5%.

  • Power crushes44th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Anna: 4 power crushes — 4th of 41. The roster median is 3.

  • Fast mids136th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Anna: 1 mid at i13 or faster — 36th of 41. The roster median is 2.

  • Parries / sabaki310th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Anna: 3 parries or sabaki — 10th of 41. The roster median is 2.

  • Launchable lows50%11th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Anna: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.

  • Launchable mids/highs5.1%38th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Anna: 5.1% of their highs and mids are -15 or worse — 38th of 41. The roster median is 10.9%.

  • Turn-keeping pokes39.1%13th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Anna: 39.1% of their pokes stay plus on hit and safe on block — 13th of 41. The roster median is 35.5%.

  • Duckable highs25.3%9th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Anna: 25.3% of the movelist is highs — 9th of 41. The roster median is 21.3%.

  • Low crushes12.3%22nd of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Anna: 12.3% of the movelist jumps over lows — 22nd of 41. The roster median is 12.8%.

  • High crushes9.1%23rd of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Anna: 9.1% of the movelist ducks under highs — 23rd of 41. The roster median is 9.7%.

  • Safe evasions50%10th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Anna: 50% of their evasive moves are still safe when blocked — 10th of 41. The roster median is 45.5%.

  • Fast plus on block2.6%10th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Anna: 2.6% of the movelist is plus on block at i15 or faster — 10th of 41. The roster median is 2%.

  • Safe poke damage14.87th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Anna: their average safe poke does 14.8 damage — 7th of 41. The roster median is 13.2.

  • Follow-ups per move0.816th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Anna: 0.81 follow-ups per standalone move — 6th of 41. The roster median is 0.61.

Shading shows where Anna sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Anna reaches it on 3 of 23.

Your back to the wall

26% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

2 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

Nothing changes. None of Anna's 154 moves break the floor, against a roster median of 2.

Key Anna moves

Plus on block

  • TOM.1Machree Fascinatorstancei8~57, mid, +53 on block at best, needs Heat
  • f,F+1+2*Sosho Zanhai27, mid, +7 on block at best
  • ROLL.4Falling Froststancei40, high, +7 on block, slower in practice than its published startup
  • HAM.1Cupid's Arrowstancei13, high, +6 on block

Plus you cannot ignore

  • 1+2Open Sesamei16, mid, +1 on block
  • d+2Ice Sicklei16, mid, +1 on block
  • CJM.1+2Caracalstancei17, mid, +2 on block
  • f,f,F+4Imploding Stari19, mid, +3 on block

Fastest mids

  • df+1Uppercuti13, mid, -1 on block

Lows, safest first

  • CJM.d+3stancei15, low, -11 on block, too fast to see coming
  • SS.2Chaos Tailsituationali29, low, -12 on block, slower in practice than its published startup
  • TOM.4Banquet Crasherstancei15, low, -13 on block, too fast to see coming
  • db+4Scorned Mistressi17, low, -13 on block, too fast to see coming

Special lows

  • d+1Low Jabi10, special low, -5 on block, too fast to see coming
  • f,f,F+3,2Grilled with Lovefrom f,f,F+3 (i16), special low, -16 to +33 on block depending on spacing, they can guard out
  • f,f,F+3,H.2Grilled with Eternal Lovefrom f,f,F+3 (i16), special low, -5 to +44 on block depending on spacing, they can guard out, needs Heat

Panic buttons

  • b+1+2Weeping Slapi20, absorbs a hit, -13 on block
  • b+3Chaos Judgementparries, block frames unpublished
  • b+1+3Attack Reversalparries, block frames unpublished
  • f,F+3+4Treading Wateri15, jumps lows, +0 on block

Launches on counter-hit

  • 1,2,2Left Right Stingerfrom 1 (i10), counter-hit +76a (+60)
  • 2,2Quick Stingerfrom 2 (i10), counter-hit +76a (+60)
  • df+3,2,2Creeping Stingerfrom df+3 (i14), counter-hit +76a (+60)
  • uf+2Bane Stingeri20, counter-hit +72a (+56)

Homing

  • f,F+2Headless Horsemani17, homing, +4 on block
  • 1+2Open Sesamei16, homing, +1 on block
  • b+2i13, homing, -5 on block
  • b+4Leopard Swipei19, homing, -9 on block

Parries and sabaki

  • b+1+3Attack ReversalParries high or mid punches or kicks
  • b+3Chaos Judgementi3? low parry: parries all lows (including Heat Smash lows)
  • TOM.3Chaos Judgementstancei3? low parry: parries all lows (including Heat Smash lows)

Free launches for you

  • d+4Right Low Kicki12, -15 on block
  • df+4Wine Openeri16, -15 on block
  • 4,2,1+2Blonde Bomb Blitzfrom 4 (i11), -15 on block
  • 3+4Aphrodite's Scorni14, -16 on block, +5 instead if they Heat Dash
What Anna punishes you with
Anna’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,1,435 launches—
−12 or worse1,2,1,435 launchesws320
−13 or worse1,2,1,435 launchesws1,227
−15 or worse1,2,1,435 launchesws1,227
What you get to do about Anna’s strings

All high, but you have to block first

  • uf+32 follow-ups, all high

Fuzzy guard candidates

  • d+3,4high, 5f before d+3,2
  • d+4,1high, 2f before d+4,1~4
  • db+1,4high, 1f before db+1,2

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 1,2,2interrupt with i11
  • 2,2interrupt with i11
  • df+3,1interrupt with i11
  • df+3,1,1interrupt with i12
  • df+3,1,2interrupt with i12

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,1jails — you stay in blockstun
  • 1,2,1,4jails — you stay in blockstun
  • 1,2,1,H.2jails — you stay in blockstun
  • 2,3jails — you stay in blockstun
  • …and 10 more

Steps out of a string, in wavu’s words

  • 1,2,2“Whiffs vs SSR from 1st block”
  • 2,2“Whiffs vs SSR from 1st block”
  • 4,2“Whiffs vs SSR from 1st block”

Jailing is unrecorded on 79% of Anna’s string continuations, so a string missing from the last list was probably never checked.

Getting into Anna’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Anna there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

HAM — 12 moves out of it

  • 1,2,2Left Right Stingerfrom 1 (i10), -8 on block
  • 2,2Quick Stingerfrom 2 (i10), -8 on block
  • df+1,2Uppercut Jabfrom df+1 (i13), -5 on block
  • df+3,2,2Creeping Stingerfrom df+3 (i14), -8 on block
  • db+4Scorned Mistressi17, -13 on block
  • b+4Leopard Swipei19, -9 on block
  • …and 3 more

CJM — 17 moves out of it

  • df+3,2,1,2,4from df+3 (i14), block frames unpublished
  • f+3Hammer Chanceblock frames unpublished
  • HAM.3Rat Sweepfrom a stancei20, -14 on block
  • CJM.f+3Hammer Chancefrom a stanceblock frames unpublished

TOM — 4 moves out of it

  • db+2Ocelot Clawi15, -9 on block
  • ws1,2Ocelot Frenzysituationalfrom ws1 (i13), -13 on block
  • HAM.2,2Banshee's Combfrom a stancefrom HAM.2 (i15), -14 on block

ROLL — 2 moves out of it

No move in the movelist names ROLL as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

3 of 4 stances in Anna’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Anna has 4 throws that can start from neutral.

Default break: 1+2. It covers 2 of 4 breakable throws (50%).

What 1+2 does not cover, most damaging first:

  • 1+3 Cruel Punishment — breaks with 1 or 2, 35 damage
  • 2+4 Losing Face — breaks with 1 or 2, 21 damage
Anna neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Cruel Punishment1 or 235—Against sidestepping
2+4Losing Face1 or 221—Against sidesteppingTo escape a corner
db+1+2Queen's Reward1+240——
uf+1+2Overhead Toss, Jumping Flip1+230,10—At a wall
Chain throws

Each fork is a guess the defender has to win. The chip on a link is what they press to escape it; 1 or 2 means the break depends on which button Anna used, and both hands come together on screen, so unlike every other throw in the game there is no tell to read. Damage is the published running total down that path, not a sum of the individual rows.

Backhand Slap, from Hammer Chance — up to 50 damage

HAM.1+3 — i11, 1+2 break. Alt input HAM.2+4.

The only chain in the game that costs the ATTACKER health: a broken link takes 15 off Anna. Going for the second link is a wager, not a free guess.

Structure and break inputs read from wavu’s movelist headings and cross-checked against two community chain charts, with every damage total reconciled against both. wavu does not record chain structure in its data, so none of this is derived from the frame table.

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 164 moves
Level
Properties

164 moves

Search any column from its heading.

Anna frame data — 164 moves
DetailsProperties
1JabHigh10+1+8—5—
1,2Left Right SlapHighi10 rel-3+8—,8—
1,2,1Left Right LeftHighi16 rel-4+0—,4—
1,2,1,2Roasted with LoveMidi23~72 rel-14 to +35+21a (+11)—,24
1,2,1,4Frost CombinationHighi20~21 rel+4+32a (+22)—,18
1,2,1,H.2Roasted with Eternal LoveMid ⋯i23~72i36~85i54~103 rel-2 to +47 g+23a (-3)—5,5,24
1,2,2Left Right StingerMidi26~27 rel-8+12+76a (+60),20—
1,2,4Bermuda TriangleHighi22 rel-6+20a (+11)+49a,22
1,2,uf+1+2Left Right Fried LoveHighi21~65 rel-14 to +10+33a (+18)—,13
1,4Reverse PDK ComboLowi22~23 rel-13-2—,12
1+2Open SesameMid16~18+1+9+14[5;5]
1+3Cruel PunishmentThrow12~14-6+0d—35
2—High10-3+3—10—
2,2Quick StingerMidi26~27 rel-8+12+76a (+60),20—
2,3Straight Face WashMidi19~20 rel-3+8+12,14—
2,4Jab RoundhouseHighi22 rel-6+20a (+11)+49a,22
2,uf+1+2Quick Fried LoveHighi21~65 rel-14 to +10+33a (+18)—,13
2+3Heat BurstMid16+1+2c—[12;12]
2+4Losing FaceThrow12~14-3+0d—21
3—Mid14~16-6+3—17
3,2Serval CleaverMidi20 rel-11+4c—,20
3+4Aphrodite's ScornMid14-16 HD+9a (+0)—26
4Right High KickHigh11-9+7+7s15—
4,2—Highi25~26 rel-8-4—,12—
4,2,1+2Blonde Bomb BlitzMidi27 rel-15+8a (-1)+28d (+20),21
b+1—Mid16~17-2+1—14—
b+1,2—Highi24 rel-11+5—,12—
b+1,2,2Cross Cut SawMidi26~27 rel-12+20a (+15)+29d (+21),24
b+1+2Weeping SlapMid20~21-13+20a (+15)—21
b+1+3Attack Reversal———+3d—25
b+2—High13~14-5+1—10
b+2,2Double SlapHighi18~19 rel-9+5—,20—
b+3Chaos Judgement——————
b+4Leopard SwipeMid19~21-9+11g+17g17
Back throwOverhead Triangle LockThrow——+0d—50—
BT.1Twist JabHigh8-8+3—15—
CJM.1Infernal StormHigh11~12+0+7+1417—
CJM.1+2CaracalMid17~18+2+8c+23d23
CJM.2—High10-11+0—10—
CJM.2,1Carmine HandsMidi20~21 rel-11 HD+24a (+19)—,16
CJM.3Picking HeelMid12~14-12+3—12—
CJM.3,2Baked with LoveMidi28~77 rel-14 to +35+21a (+11)—,24
CJM.3,H.2Baked with Eternal LoveMid ⋯i28~77i41~90i59~108 rel-2 to +47 g+26a (+0)—,5,5,24
CJM.4Queen HeelMid20~21-13+10a—23
CJM.d+3—Low15-11+0—8—
CJM.d+3,3Dendrobates AzureusHighi21 rel-7+7—,20—
CJM.dfForward Roll (ROLL)——————
CJM.f+3Hammer Chance———————
CJM.PStryxMid15~16-14+29a (+19)—20
CJM.uf+1Flying FascinatorMid19~31-11 to +1+9a (-1)—25
CJM.uf+2Flying PenetratorMid19~31-11 to +1+3a—35
CJM.uf+3Sudden StormMid23~24+0+27d—22
CJM.uf+4StryxMid15~16-13+30a (+20)—22
d+1Low JabLow sl10-5+6—5—
d+1,4Low Jab Rising KickMidi16~17 rel-11+0—,10—
d+1+2Pooka's MisfortuneLow24~25-18+6c—20
d+2Ice SickleMid16~17+1+7c+24d17
d+3Left Spin Low KickLow16-17-6—10
d+3,2Left Spin Low Kick > Right UpperMidi25~27 rel-11+14~+16—,18—
d+3,4—Highi20 rel-8+1—,14—
d+3,4,1Left Spin Low Kick > B Slap ComboMidi29~30 rel-3+5c+21a,20
d+4Right Low KickLow12-15-4—6—
d+4,1Right Low Kick > Back Spin ChopHighi25 rel+0+6+11,10—
d+4,1~4Sudden Severe DropMidi27~31 rel-14+0d—,20
db+1Scarlet RainMid16~18-12+3—16
db+1,2Scarlet RayMidi25~26 rel-13+5—,20—
db+1,4Scarlet SplatterHighi24 rel-8+10a (+1)—,24
db+1+2Queen's RewardThrow12-6+0d—40—
db+2Ocelot ClawMid15~16-9+8g+36a17
db+3MudslideLow30~32-26+68a (+52)—21
db+3+4—Low24-26-6—18
db+3+4,4Stalker Repellant AlterHighi29~30 rel-9+14a (+5)—,23
db+4Scorned MistressLow17~18-13+6—14—
df+1UppercutMid13~14-1+5—10—
df+1,2Uppercut JabHighi16 rel-5+2—,10—
df+1,2,3Uppercut Jab > Radiant ArchMidi24~25 rel-12+19a (+2)—,20
df+1,2,4Uppercut Jab > Cutting CrescentHighi17~20 rel-5+20a (+11)—,22
df+2Step-in UppercutMidi15~16 rel-12+32a (+22)—12—
df+3Middle KickMid14-11+0+113—
df+3,1Leg SlicerHighi30 rel-3+7—,10—
df+3,1,1Twisting FascinatorMidi30~42 rel-11 to +1+9a (-1)—,25
df+3,1,2Twisting PenetratorMidi30~42 rel-11 to +1+3d—,35
df+3,1,4Twisting ComboHighi15~16 rel-3+4—,20—
df+3,2Creeping SnakeHighi19 rel-2+4+10,9—
df+3,2,1——— rel—————
df+3,2,1,2——— rel—————
df+3,2,1,2,4——— rel—————
df+3,2,1,2,4,1——— rel—————
df+3,2,1,2,4,1,2——— rel—————
df+3,2,1,2,4,1,2,2——— rel—————
df+3,2,1,2,4,1,2,2,3+4——— rel—————
df+3,2,1,2,4,1,2,2,3+4,210 Hit Combo—— rel—————
df+3,2,2Creeping StingerMidi26~27 rel-8+12+76a (+60),20—
df+3,2,4Creeping Snake > Right High KickHighi22 rel-6+20a (+11)+49a,22
df+3,2,uf+1+2Creep-Fried LoveHighi21~65 rel-14 to +10+33a (+18)—,13
df+3,3+4Furious HailMid ⋯i32~34i11~12 rel-4+78a (+62)—,6,10
df+4Wine OpenerLow16~17-15+5c+25d17—
f,f,F+2—Mid15~16-8+1—10—
f,f,F+2,4Double Meteor AlterMidi28~30 rel-13+9a (+0)—,28
f,f,F+3—Low16~20-20-2c—12
f,f,F+3,2Grilled with LoveLow sli28~77 rel-16 to +33 g+19a (+9)—,24
f,f,F+3,H.2Grilled with Eternal LoveLow sl ⋯i28~77i41~90i60~109 rel-5 to +44 g+21a (-5)—,5,5,24
f,f,F+4Imploding StarMid19~20+3+19a (+9)—28
f,F+1+2Sosho ZanhaMid18~20-9+19a (+14)—25
f,F+1+2*Sosho ZanhaMid27~295~+7+33a (+12)—30
f,F+2Headless HorsemanHigh17~18+4+2a—21
f,F+3—Mid15-11+5—14—
f,F+3,2Gancanagh's PipeMidi28~29 rel-7 HD+20d—,20
f,F+3,3Mouse TroubleLowi25 rel-14+4c+14,14
f,F+3+4Treading WaterMid ⋯15~16+0+9+30a (+23)8,8,10
f,F+4Falling HeelMid31~34+5+19a—20
f+1+2Blonde BombMid17-13+19a (+14)+28d (+20)21
f+2Poison StingHigh14-2+4—14
f+2,3Poison WireHighi19~20 rel-7+12g—,20
f+3Hammer Chance———————
FC.df+1Cat Sith's PawMid20-12 HD+21d (+11)—22
FC.df+2Right Handed SweepLow20-21+70a (+54)—12
FC.df+2,H.1Leanán Sith's GrailLowi27~28 rel-21+64a (+48)—,18
H.2+3From Éire with LoveMid13~14-5+0d—50
HAM.1Cupid's ArrowHigh13~14+6+30a (+20)—20
HAM.1+2Dullahan SmashMid24~25+2+17a (+7)—30
HAM.1+3Backhand SlapThrow11-2+0—15—
HAM.1+3,1Arm Break > Double Arm Lock TossThrow— rel-3+0d—,35—
HAM.1+3,2Arm SnapThrow— rel-3+3d—,30—
HAM.2—Mid15~16-9+3—12
HAM.2,1—Highi25~26 rel-3+17a (+8)—,23
HAM.2,1,2Banshee ScreamMidi33~34 rel+2+17a (+7)—,32
HAM.2,2Banshee's CombMidi22~23 rel-14+33a—,23
HAM.3Rat SweepLow20~21-14-3+6c17
HAM.4Piston KickMid ⋯18~19-12+6—12,12
HAM.b+3————————
Left throwTorso SplitterThrow—-3+0d—40—
OTG.d+3+4Heel GrindLow17~18-17-7d—30
qcf+1Assassin's DaggerHigh13~171~+5+3~+7+47a (+37)20
qcf+2Crimson ArrowMid16-12+3—10
qcf+2,1Artemis ArrowMidi22~24 rel-16+67a (+51)—,16
R.df+1+2Some Like It Rough!Mid20-18+0d—55+
Right throwSerpentine Arm BreakThrow—-3+0d—38—
ROLL.3Rolling StoneMid10~11-9+32d (+24)—27
ROLL.4Falling FrostHigh20+7+32a (+22)—21
SS.1+2Bloody ChaosMid ⋯19~20-11+32a (+22)—5,7—
SS.2Chaos TailLow20~21-12+0+14g12
SS.3Heel MashMid21~23+4+8c+25d23
TOM.1Machree FascinatorMid8~574~+53+20a (-6)—20
TOM.2Machree PenetratorMid8~107-1 to +98+20a (-6)—30
TOM.3Chaos Judgement——————
TOM.4Banquet CrasherLow15-13+28g—21—
ub+1+2Bloody ScissorsMid60—+46a (+15)—50—
uf+1—High13-4+7—6—
uf+1,3Fatal Attack ComboMidi15 rel-16+7+51a,17—
uf+1,3,3+4Hail StormMid ⋯i32~34i11~12 rel-4+78a (+62)—,6,10
uf+1+2Overhead Toss, Jumping FlipThrow ⋯12+0+29d (-32)—30,10—
uf+2Bane StingerMid20~21-8+12s+72a (+56)18—
uf+3Sudden StormMid23~24+0+27d—22
uf+3,H.1Sudden FascinatorHighi40~89 rel4~+53 g+20a (-6)—,20
uf+3,H.2Sudden PenetratorHighi40~139 rel-1 to +98 g+20a (-6)—,30
uf+3+4Dominatrix HeelMid ⋯25~28-3+5c—4,18
uf+4Quick Somersault KickMid18~20-18+27a (+17)—24
ws1—Mid13~14-8+5—10—
ws1,2Ocelot FrenzyMidi18~19 rel-13+9g—,17
ws1+2Right Hand StabMid20~21-14+14a—25
ws2Rising PalmMid16~17-13+27a (+17)—16
ws3Face WashMid11~12-3+8+1220—
ws4Toe SmashMid11~12-6+5—16—