ANN Stage One of the sports fields at Fuurinkan High. There are some students watching in the background, but mostly, they look bored. Further in the distance there are students engaged in typical lunchtime activities. Entrance Ann is standing there in a very nice looking dress in a demure pose. She smiles cutely at her opponent, saying "Yoroshiku onegaishimasu", and then in a flickering hammerspace teleportation special effect her dress is replaced by a gi. Special Entrances - Ann / Steve Steve: Me? And Ann? FIGHTING each other? This sucks. Ann: But there's nothing we can do. Shall we fight then? Steve: (Sighs) Oh well... They bow and then go into their fighting stances - Ann / Hitomi Hitomi: YOU! I'll KILL you! Ann: (depressed sigh) - Ann / Shiro The two are locked in an embrace in the middle of the screen. Chyron: (appearing from the side of the screen) You're supposed to FIGHT, you idiots! Shiro: Me and Anniekins FIGHT? What kind of wacked out idea is that? Ann: This must be some ridiculous non continuity video game or something. RL-Dan's voice: (booming like the Voice of God) Stop necking and fight already. The two sigh and take a couple of steps away, Ann likely flickering into her gi as she goes. Victory Quotes "Fighting should always be the last resort." (To Steve or Shiro) "I'm sorry, I wish we didn't have to fight." (To Hitomi) "Can you please give this up?" ...can't think of any others... Taunt: "Couldn't we discuss this over tea and biscuits?" Advantages: Fast. Has flight and teleportation - ie she's very agile and if played properly, she's very hard to hit. She has useful super moves, one of which 'auto tracks'. Disadvantages: Quite weak, has few attacking moves, and her combos are limited, meaning it's hard for her to do damage and she has to resort to a mostly hit and run game. Has long startup on the Chouryuenbashira. Special disadvantage: If there are rainstorm events, then getting caught by one will turn her into a small piglet. In this form she has all her movement techniques (a flying pig is a funny sight to see) but can do no attacks. To get out of this form, she has to either wait for a hot water event. Or she can also do D, D + any button while on the ground to go through a lengthy flickering in and out of HS process to return to normal, though this takes a while and she's completely vulnerable during it. Grapples: Trips and sacrifice throws Special movements - Teleport F, D, DF + K B, D, DB + K She flickers out and then flickers in, reappearing at one of six different points on screen. - Boost Direction + KKK She uses her powers of flight to give herself a boost in the direction pressed. On the ground, sideways Boosts a dashes, and upwards Boosts are jumps that end with her in flying mode. - Flight While jumping, tap up to go into flight mode. On ground, tap up twice quickly and she'll start flying very close to the ground. While flying, she can move freely around the screen. When close to the ground or to her opponent, she does versions of her standing normals; when a certain distance above her opponent, she does versions of her jumping normals. - Stop Flight There are three ways to stop flying. While flying, tap down twice, and she drops to the ground. While doing a Boost, she can tap down twice and at the end of it she'll start falling. And finally, she can stop flying by either flying down or Boosting down to ground level. Special moves - Chaining If not allowed for in the game engine, she can still chain normal moves together, in a basic weak to stronger sequence. - Ryuenba D, DF, F + P (can be done in air) A basic fireball move, the button used determines the speed. This can also be used in the air to fire downwards at an angle. - Ipposhouryuenken (One step rising dragonfire fist) F, D, DF + P She flickers out then reappears a short distance forwards, doing a standing uppercut, her fist surrounded by an energy flare. The flare makes the hit stronger and can also be used to cancel out regular projectiles. This will pop the opponent up into the air, and she can follow up. The button used determines the length of the step (from almost nothing to a few character widths) and the startup time (fast to slow). The Light Punch version is good anti-air. - Ippokouryuenken (One step descending dragonfire fist) D, DB, B + P Teleports a step forwards and then does a downwards strike that will hit a crouching opponent, whether they're blocking or not, and flatten them to the ground. The teleporting part is identical to that of the Ipposhouryuenken. Supers - Chouryuenbashira D, DF, F, D, DF, F + PPP (can be done in air) Extends a hand towards the ground, and THEN there's the Super Move 'ching' and flash. After that she gestures upwards and a large column of ki bursts upwards from the ground immediately below the opponent. If it hit, then the opponent is flung up into the air and Ann can then follow up with any other move, including another Chouryuenbashira. To offset its incredibly good advantages, it has two big disadvantages. One, there's a lot of startup time, and cannot be comboed into. And two, it doesn't do that much damage on its own. - Chouryuenba F, B, DB, D, DF, F + PPP (can be done in air) A large instant travel beam, much like the Shinkuu Hadouken in the VS games, with a very short startup time. Can be done in the air, in which case it still travels horizontally.