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Tekken 8 — Characters

Anna Williams – Frame Data

Anna Williams is an oppressive, well-rounded character who suffocates opponents with quick pokes, plus frames, and a devastating 50/50 mix-up game. Her Hammer Chance and Pleasure Time stances keep her offense safe and cancellable, while her bazooka debuff pressures the opponent even without heat. Fast-paced, aggressive, and full of stance-cancel techniques, Anna is a perfect pick for high-risk, high-reward play.

188 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

BT Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

OTG Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

HAM Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

CJM Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

ROLL Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

TOM Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Pressure | Mix-up Advanced
Offense
9
Defense
6
Execution
7

Weak to: Step Right

Overview

Explosive crouch mixups and Fragile chip; risky offense and weak punishment.

Heat System

Anna's heat system overbuffs her bazooka moves and strings, making some safe on block and others fire extra shots or gain extensions. In Season 3, her heat dash moves mostly lead to knockdowns, with FC DF1 and FF3,2 as the only combo-granting options. Her heat smash is an i13 high-crushing move that deals 50 damage, wall breaks, and applies her debuff.

Strengths

Pokes – Quick, safe, and oppressive, often leaving you plus on hit.50/50s – Strong full-crouch launchers that reward big on wrong guesses.Lockdown – Tools that keep the opponent at bay and force them to crouch, letting you keep the offense going.Damage – Very high-damaging combos and strings.

Weaknesses & Counterplay

Steppable offense – Most key pokes and CJM/FC moves are steppable to the left; Hammer Chance strings are steppable to the right, except HAM3 and HAM4.Punishment – No i13 wall splat punishment.Bad matchups – Struggles against strong/quick parries, strong movement, and quick WS launchers.
Game Plan
Lock the opponent down with quick, plus-on-hit pokes, then pressure with your FC 50/50 mix-ups.Use Hammer Chance to pressure, and cancel it by holding DB to stay safe if they interrupt.On hit, transition into Pleasure Time using DB2, HAM2,2, or WS1,2 to start low-risk, high-reward mix-ups.Apply your bazooka debuff to enable chip damage on all moves, even outside heat.Watch their stepping: most of your key moves are steppable to the left, so use stance transitions to keep your offense unpredictable.
Stances
Hammer Chance (HAM) — enter: Press F3 in neutral or CJM, hold forward after specific moves on block or hit, or transition automatically on some hits. — Strong mix-up pressure; hold DB to cancel the stance and avoid being interrupted.Chaos Judgment (CJM) — enter: Press B3 in neutral or HAM, or use moves like 2,3 or WS3; some strings require a back input after them. — Opens up mix-ups with mids, highs, and lows. You can't block, but you have a roll extension with high/mid options and low/throw parry properties.Pleasure Time (TOM) — enter: Only on hit, using DB2, HAM2,2, or WS1,2. — Low-risk, high-reward mix-ups: i8 bazooka shots via TOM 1/TOM 2, or a low via TOM 4. Cancel to CJM by pressing TOM 3 or holding DB.