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| ANNA WILLIAMS |
Tekken 7

| ANNA WILLIAMS |

Tekken 7 Anna Williams grappling and combat techniques. Learn commands for throws like Ass Kicking and moves like Frost Needle.

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Tekken 7 Anna Williams grappling and combat techniques. Learn commands for throws like Ass Kicking and moves like Frost Needle.

Grappling Techniques:

Anna Williams can perform several throws from the front position. The Ass Kicking throw is executed with (1+3)_(f+1+3) and escaped with 1 or 2. Hoe Slaps uses (2+4)_(f+2+4) and is escaped with 1 or 2. Embracing Strike is performed with d/f,d/f+1 and escaped with 1+2. Overhead Toss uses u/f+1+2 and is escaped with 1+2. Palm Grab is executed with QCF>1+2 and escaped with 2. Flip-Over Armbar uses the sequence 3,4,3,1+2 and is escaped with 1+2. Standing Lock is performed with 1,3,2,1 and escaped with 1. Rear Gatelatch uses 3,1,4,1+2,1+2 and is escaped with 1+2. Falling Lock is executed with 2,1,3,4,1+2 and escaped with 2. Gatelatch Throw uses 2,3,1+2,3+4,1+2 and is escaped with 1. Cross Lock is performed with 1+3,4,1+2 and escaped with 2. Invert Crucifix uses 4,3,4,3+4,1+2 and is escaped with 1+2. Rear Cross Lock is executed with 1+2,4,3,1+2,1+2,1+2 and is escaped with 1.

From the left position, Throat Strike uses (1+3)_(2+4) and is escaped with 1. From the right position, Snake Necksnap uses (1+3)_(2+4) and is escaped with 2. From the back position, Jumping Limb Break uses (1+3)_(2+4) and has no escape.

Combat Techniques:

Jab (1) is a fast (h) move with a hit advantage of 10 and block advantage of 1. Twin Stabs (1>2) is a (hh) move with a hit advantage of 10 and block advantage of -1. Triple Stabs (1>2>1) is a (hhh) move with a hit advantage of 10 and block advantage of -3. Frost Needle (1>2>1>4) is a (hhhh) move with a hit advantage of 10 and a guaranteed on block (JG) property. Lowkick (1>2>1>d+4) is a (hhhL) move with a hit advantage of 10 and a block advantage of -13. Lowkick (1>2>3) is a (hhL) move with a hit advantage of 10 and a block advantage of -14. ROUNDHOUSE (1>2>4) is a (hhh) move with a hit advantage of 10, a stun (S!) property, and causes knockdown (KD) on hit. Jab, Lowkick (1,4) is a (hL) move with a hit advantage of 10 and a block advantage of -13.

Uppercut Stab ((d/f_WS)+1) is a (m) move with a hit advantage of 13 and a block advantage of -3. Uppercut Stabs ((d/f_WS)+1,2) is a (mh) move with a hit advantage of 13 and a block advantage of -3. Radiant Arch ((d/f_WS)+1,2,3) is a (mhm) move with a hit advantage of 13 and causes knockdown (KD) on hit. Arch Cancel (~B) cancels the move and has no advantages. INSIDE CRESCENT ((d/f_WS)+1,2,4) is a (mhh) move with a hit advantage of 13, a stun (S!) property, and causes knockdown (KD) on hit.

Midpunch (d_FC+1) is a (Sm) move with a hit advantage of 10 and a block advantage of -5. Midpunch, Frontkick (d_FC+1~N+4) is a (Smm) move with a hit advantage of 10 and a block advantage of -11. Turning Slap (b+1) is a (m) move with a hit advantage of 18 and a block advantage of -11. Wingstrike (b+1,2) is a (mh) move with a hit advantage of 18 and a block advantage of -12. Cross Cut Saw (b+1,2,2) is a (mhm) move with a hit advantage of 18 and causes knockdown (KD) on hit. Scarlet Rain (d/b+1) is a (m) move with a hit advantage of 16 and a block advantage of -12. DUST FLICKER (d/b+1,4) is a (mM) move with a hit advantage of 16 and is guaranteed on block (JGc).

CAT THRUST (FC,f+1) is a (m) move with a hit advantage of 22 and causes knockdown (KD) on hit. Dashing Elbow (QCF+1) is a (h) move with a hit advantage of 13 and is guaranteed on block (JGc). Thrusting (u/f+1) is a (h) move with a hit advantage of 13 and is guaranteed on block (JGc). Snapkick (u/f+1>3) is a (hm) move with a hit advantage of 13 and causes stun (STc). Rolling Knees (u/f+1>3,3+4) is a (hmmm) move with a hit advantage of 13 and is guaranteed on block (JG). Orchid Palm ((f)+1+2) is a (m) move with a hit advantage of 18 and causes knockdown (KD) on hit. Shoho Zanha (f,f+1+2) is a (m) move with a hit advantage of 18 and causes knockdown (KD) on hit. BAZOOKA ANNIHILATION (b+1+2) is a (h) move with a hit advantage of 13, causes knockdown (KD) on hit, and has a rage art (RA) property. Offensive Shove (d/f+1+2) is a (m) move with a hit advantage of 16 and causes stun (STc). WEEPING SLAP (d/b+1+2) is a (m) move with a hit advantage of 20, causes knockdown (KD) on hit, and has a power crush (PC) property. Spinning Slappercut (SS+1+2) is a (mm) move with a hit advantage of 19 and is guaranteed on block (JG).

High Jab (2) is a (h) move with a hit advantage of 10 and block advantage of 1. Double High Jab (2,1) is a (hh) move with a hit advantage of 10 and block advantage of -3. Snake Cannon (2,1,4) is a (hhh) move with a hit advantage of 10 and is guaranteed on block (JG). Low Kick (2,1,d+4) is a (hhL) move with a hit advantage of 10 and a block advantage of -13. High Jab, Midkick (2,3) is a (hm) move with a hit advantage of 10 and a block advantage of -11. (CAT) Stance can be entered with ~B, has a block advantage of -3. High Jab, Low Kick (2,d+3) is a (hL) move with a hit advantage of 10 and a block advantage of -14. HIGH JAB, ROUNDHOUSE (2,4) is a (hh) move with a hit advantage of 10, causes stun (S!) and knockdown (KD) on hit. Bitchslap (b+2) is a (h) move with a hit advantage of 15 and a block advantage of -9. BITCHSLAPS (b+2,2) is a (hh) move with a hit advantage of 14, causes knockdown (KD) on hit, and has a H (homing) property. Descending Dagger (d+2) is a (m) move with a hit advantage of 16 and block advantage of 1. Palm Uppercut (d/f+2) is a (m) move with a hit advantage of 15 and is guaranteed on block (JG). Palm Lifter (WS+2) is a (m) move with a hit advantage of 18 and is guaranteed on block (JG). LEG BLADE (SS+2) is a (L) move with a hit advantage of 20 and a block advantage of -12. Hook Punch (f+2) is a (h) move with a hit advantage of 14 and a block advantage of -2. HOOK SPINNER (f+2,3) is a (hh) move with a hit advantage of 14, causes stun (S!), and has a 12 frame startup. EXECUTIONER (f,f+2) is a (h) move with a hit advantage of 16, causes knockdown (KD) on hit, and has a H (homing) property. Midpunch ((d/b+2)_(FC+2)) is a (Sm) move with a hit advantage of 11 and a block advantage of -4. Midpunch, Frontkick ((d/b+2)_(FC+2),4) is a (Smm) move with a hit advantage of 11 and a block advantage of -10. Crimson Arrow (QCF+2) is a (m) move with a hit advantage of 16 and causes stun (STc). Artemis Arrow (QCF+2,1) is a (mm) move with a hit advantage of 16 and causes knockdown (KD) on hit. ARROW CANCEL, (CAT) can be entered with ~B, has a block advantage of -13. Cold Blade (FC,d/f+2) is a (L) move with a hit advantage of 20 and is guaranteed on block (JG). ICE BLADE (FC,d/f+2~1) is a (L) move with a hit advantage of 20, is guaranteed on block (JG), and has a #6 property. RIGHT HAND STAB (FC,f+2) is a (m) move with a hit advantage of 20, causes knockdown (KD) on hit, and has a power crush (PC) property. METEOR (WR+2) is a (m) move with a hit advantage of 15 and a block advantage of -8. DOUBLE METEOR (WR+2,3) is a (mm) move with a hit advantage of 15 and causes knockdown (KD) on hit.

Hip Crash (f+2+3) is a (m) move with a hit advantage of 14 and causes knockdown (KD) on hit. RAVEN'S DROP (QCF+2+3) is a (mM) move with a hit advantage of 15, causes guaranteed on block (JG), and has a rage drive (RD) property. Highkick (3) is a (h) move with a hit advantage of 14 and a block advantage of -16. Highkick, Lowkick (3,3) is a (hL) move with a hit advantage of 14 and a block advantage of -17. High, Low, Uppercut (3,3,2) is a (hLm) move with a hit advantage of 14 and is guaranteed on block (JG). High, Low, Highkick (3,3,4) is a (hLh) move with a hit advantage of 14 and a block advantage of -6. H-L-H, B SLAP (3,3,4,1) is a (hLhm) move with a hit advantage of 14 and a block advantage of 2. SPINTHRUST (3,4) is a (hh) move with a hit advantage of 14 and causes knockdown (KD) on hit. Sabaruni (f+3) is a (m) move with a hit advantage of 17 and a block advantage of -13. (CAT) Stance can be entered with ~B, has a block advantage of -5. SERVAL B (f+3,2) is a (hh) move with a hit advantage of 17 and a block advantage of -10.

Tips
  • Pay close attention to the escape commands for grappling moves, as failing to input the correct escape will result in taking damage.
  • The 'JG' property indicates a move is guaranteed on block, meaning the opponent cannot interrupt your follow-up attacks if they block the initial move.
  • 'S!' indicates a move causes a stun, opening opportunities for further combos.
  • 'KD' means the move causes knockdown, which can lead to mix-up situations or end combos.
  • 'RA' signifies a Rage Art, a powerful cinematic attack available when your health is low and Rage is active.
  • 'RD' signifies a Rage Drive, a powerful attack that can be used in conjunction with Rage.
  • 'PC' indicates a Power Crush move, which can absorb mid and high attacks while executing.

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