Anna, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Anna

94 moves you can start on your own, 71 follow-ups inside strings, and 10 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
94
Launchers
66
Fastest
i10
Safe
85

You blocked it. What does Anna get?

Pick how minus they were.

Blocked standing

The punish people take
  • b+2,2 30 +5

Anything Anna can start from neutral inside the window.

  • db+1+2 Queen's Reward throw i12 40
  • uf+1+2 <div class="dotlist"> * Overhead Toss * Jumping Flip </div> throw i12 40
  • 1+3 Cruel Punishment throw i12 35
  • 2+4 Losing Face throw i12 21
  • 4 Right High Kick i11 15
  • 2 i10 10
  • 1 Jab i10 5
  • d+1 Low Jab i10 5

Blocked a low

The punish people take
  • ws1,2 27 +9g

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws3 Face Wash i11 20
  • ws4 Toe Smash i11 16
  • ws1 i13 10

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

94 of 165 rows
Input Name Level Startup Block Hit CH Damage
BT.1BT Twist Jab Links to 1 jab extensions h i8 -8 3 15
TOM.1TOM Machree Fascinator Balcony Break m i8~57 +4~+53 +20a (-6) 20
TOM.2TOM Machree Penetrator Balcony Break m i8~107 -1~+98 +20a (-6) 30
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 5
2 Enter HAM +1 +7 with F h i10 -3 3 10
CJM.2CJM h i10 -11 0 10
d+1 Low Jab Can recover standing with F sl i10 -5 6 5
ROLL.3ROLL Rolling Stone Balcony Break m i10~11 (i30~31) -9 +32d (+24) 27
4 Right High Kick h i11 -9 7 +7s 15
CJM.1CJM Infernal Storm h i11~12 0 7 14 17
HAM.1+3HAM Backhand Slap Throw break 1+2 t i11 -2 0 15
ws3 Face Wash m i11~12 -3 8 12 20
ws4 Toe Smash m i11~12 -6 5 16
1+3 Cruel Punishment Homing t i12~14 -6 +0d 35
2+4 Losing Face Homing t i12~14 -3 +0d 21
CJM.3CJM Picking Heel m i12~14 -12 3 12
d+4 Right Low Kick l i12 -15 -4 6
db+1+2 Queen&#039;s Reward Throw break 1+2 t i12 -6 +0d 40
uf+1+2 <div class="dotlist"> * Overhead Toss * Jumping Flip </div> Throw break 1+2 t i12 0 +29d (-32) 30,10
b+2 Homing h i13~14 -5 1 10
df+1 Uppercut m i13~14 -1 5 10
H.2+3H From Éire with Love Heat Smash m i13~14 -5 +0d 50
HAM.1HAM Cupid&#039;s Arrow Heat Engager h i13~14 6 +30a (+20) 20
qcf+1 Assassin&#039;s Dagger Elbow h i13~17 +1~+5 +3~+7 +47a (+37) 20
uf+1 h i13 -4 7 6
ws1 m i13~14 -8 5 10
3 Knee m i14~16 -6 3 17
3+4 Aphrodite&#039;s Scorn Heat Engager m i14 -16 +9a (+0) 26
df+3 Middle Kick m i14 -11 0 1 13
f+2 Poison Sting Elbow h i14 -2 4 14
CJM.d+3CJM L i15 -11 0 8
CJM.PCJM Stryx Tornado m i15~16 -14 +29a (+19) 20
CJM.uf+4CJM Stryx Tornado m i15~16 -13 +30a (+20) 22
db+2 Ocelot Claw Strong Aerial Tailspin m i15~16 -9 +8g +36a 17
f,f,F+2 m i15~16 -8 1 10
f,F+3 m i15 -11 5 14
f,F+3+4 Treading Water CH advantage is for the first hit m,m,m i15~16 i8~11 i7~8 0 9 +30a (+23) 8,8,10
HAM.2HAM Weapon m i15~16 -9 3 12
TOM.4TOM Banquet Crasher L i15 -13 +28g 21
1+2 Open Sesame Homing m i16~18 1 9 14 [5;5]
2+3 Heat Burst Heat Burst m i16 1 +2c [12;12]
b+1 m i16~17 -2 1 14
d+2 Ice Sickle Spike m i16~17 +1c +7c +24d 17
db+1 Scarlet Rain Spike m i16~18 -12 3 16
df+4 Wine Opener Pseudo homing to SSR side L i16~17 -15 +5c +25d 17
f,f,F+3 L i16~20 -20 -2c 12
qcf+2 Crimson Arrow Elbow m i16 -12 3 10
ws2 Rising Palm Tornado m i16~17 -13 +27a (+17) 16
CJM.1+2CJM Caracal Spike M i17~18 +2c +8c +23d 23
db+4 Scorned Mistress Transition to r26 HAM on hit automatically L i17~18 -13 6 14
f,F+2 Headless Horseman Homing h i17~18 4 +2a 21
f+1+2 Blonde Bomb Tornado m i17 -13 +19a (+14) +28d (+20) 21
OTG.d+3+4OTG Heel Grind Spike L i17~18 -17 -7d 30
f,F+1+2 Sosho Zanha Balcony Break m i18~20 -9 +19a (+14) 25
HAM.4HAM Piston Kick Balcony Break m,m i18~19 i4~6 -12 6 12,12
uf+4 Quick Somersault Kick Tornado m i18~20 -18 +27a (+17) 24
b+4 Leopard Swipe Strong Aerial Tailspin m i19~21 -9 +11g +17g 17
CJM.uf+1CJM Flying Fascinator Balcony Break M i19~31 -11~+1 +9a (-1) 25
CJM.uf+2CJM Flying Penetrator Balcony Break M i19~31 -11~+1 +3a 35
f,f,F+4 Imploding Star Balcony Break m i19~20 3 +19a (+9) 28
SS.1+2SS Bloody Chaos Sidestep adds minimum 9f, effective startup i28~29 m,m i19~20 i5~9 -11 +32a (+22) 5,7
b+1+2 Weeping Slap Balcony Break m i20~21 -13 +20a (+15) 21
CJM.4CJM Queen Heel Balcony Break M i20~21 -13 +10a 23
FC.df+1FC Cat Sith&#039;s Paw Heat Engager m i20 -12 +21d (+11) 22
FC.df+2FC Right Handed Sweep Instant Tornado on hit L i20 -21 +70a (+54) 12
HAM.3HAM Rat Sweep Homing L i20~21 -14 -3 +6c 17
R.df+1+2R Some Like It Rough! Rage Art m,t i20 -18 +0d 55+
ROLL.4ROLL Falling Frost Tornado h i20 (i40) 7 +32a (+22) 21
SS.2SS Chaos Tail Sidestep adds minimum 9f, effective startup i29~30 L i20~21 -12 0 +14g 12
uf+2 Bane Stinger Transition to r27 HAM on hit automatically M i20~21 -8 +12s +72a (+56) 18
ws1+2 Right Hand Stab Balcony Break m i20~21 -14 +14a 25
SS.3SS Heel Mash Spike M i21~23 +4c +8c +25d 23
CJM.uf+3CJM Sudden Storm Balcony Break m i23~24 0 +27d 22
uf+3 Sudden Storm Balcony Break m i23~24 0 +27d 22
d+1+2 Pooka&#039;s Misfortune Balcony Break (airborne) L i24~25 -18 +6c 20
db+3+4 Clean hit -4 on hit, +3 damage L i24 -26 -6 18
HAM.1+2HAM Dullahan Smash Balcony Break M i24~25 +2c +17a (+7) 30
uf+3+4 Dominatrix Heel Spike M,M i25~28 -3c +5c 4,18
f,F+1+2* Sosho Zanha Balcony Break m i27~29 +5~+7 +33a (+12) 30
db+3 Mudslide Stagger on block L i30~32 -26 +68a (+52) 21
f,F+4 Falling Heel Spike M i31~34 5 +19a 20
ub+1+2 Bloody Scissors m! i60 +46a (+15) 50
b+1+3 Attack Reversal Parries high or mid punches or kicks +3d 25
b+3 Chaos Judgement Actionable after 16f
Back throw Overhead Triangle Lock Unbreakable t +0d 50
CJM.dfCJM Forward Roll (ROLL)
CJM.f+3CJM Hammer Chance Transition to r10 FC with db
d+3 Left Spin Low Kick L 16 -17 -6 10
f+3 Hammer Chance Transition to r10 FC with db
HAM.b+3HAM
Left throw Torso Splitter Throw break 1 t -3 +0d 40
Right throw Serpentine Arm Break Throw break 2 t -3 +0d 38
TOM.3TOM Chaos Judgement Actionable after 16f
ub,b Back Handspring sp

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.