Annie

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Team Value

This star illuminates any team she's on. Annie's assist kit is both versatile and powerful, being on par with the likes of Double, Cerebella, and Big Band. She shines in the DHC department as well, having a combo DHC that allows her to play the role of a damage engine similar to Painwheel.

Annie is Little Band.

What they bring

What they want

Position - Anniewhere Any

Point: Good meterless damage while also being good at building meter, with a good combo assist only making things better. Her neutral game is her weakpoint, so any help is very much appreciated. Her great support options may be wasted in this slot, however.

Mid: Pillar of Creation as a DHC makes Annie a great damage engine, while she still gets backed up by an assist to help out. Annie gets to come in on her terms and immediately play to her strengths as a close-range pressure character with this method, and even if the point character does die an untimely death, she does have decent defensive options to fight her way out of the corner.

Anchor: While Annie's solo neutral game is not great in her normal state, the meter gained from previous teammates can be burned on Star Power to make her presence and pressure very oppressive while she has bars to burn. Alternatively, you can use the bar to threaten opponents with fullscreen punishes with either of her level 1 supers, and a full combo conversion with level 2. You can also treat her like she's in the Mid position using the same tactic mentioned above.

Most Common Assists

H Destruction Pillar (623HP) - 

Anti-Air DP

Invincible DP assist with incredible space coverage and high damage. Knocks the opponent decently far away so it may be more difficult to convert from a stray hit compared to, say, Filia's Updo assist. But if you can convert, you are blessed with great corner carry that you can also incorporate in your combo routes, especially for double snap situations which is what makes this DP assist stand out among the rest. A very, very strong assist.


H North Knuckle (214HP)

Neutral, Lockdown

Two-hit rush punch that travels a good distance and wallsplats(!) the opponent on hit. A very scary assist for the opponent to get tagged by as they will be pushed far toward the corner. Wallsplatting is a property unique to this assist that opens up plenty of combo routes. An extremely strong multi-purpose assist; some have said that North Knuckle is Annie's version of Double's Hornet Bomber assist.


H Crescent Cut (236HP) - 

Projectile

Slow-moving projectile with a tall hitbox. The slow movement speed compared to other projectiles is a blessing, letting in-fighters chase the projectile as a shield, giving out-fighters time to setup or reposition while Crescent threatens the ground space, and just being an overall great tool in pressure and even combos.


Luminous Supergiant (6HP)* - 

Overhead, Projectile (Star Power)

Dome-hitting mixup tool. Has decent horizontal range, but the knockback may make it difficult to convert off of stray hits. One of the hardest hitting single-hit moves in the game, and ground bounces to potentially open up some unique combo routes. Absolutely goofy when Annie has Star Power activated, as the additional stars emitted from Annie's sword give the assist better range, frame advantage, and an even higher bounce if it hits the opponent.


Big Dipper (2HK)* - 

Sweep, Lockdown, Combo Tool (Star Power), Projectile (Star Power)

Shoe-hitting mixup tool. Only does the slide on whiff, hits twice if Annie contacts the opponent. Comes with all the nice properties of a sweep, hitting low and breaking armor, but also the negative of putting the opponent into an invincible knockdown state if both hits connect. You can either launch the opponent before Annie delivers the second swipe, OR utilize Star Power. While in Star Power, the stars that erupt from Annie's sword let you convert from her sweep while also becoming THE game's hardest hitting assist. From a simple 3-hit confirm Annie will deal 2450 damage (1.0 ratio), while at max scaling she deals 710. Do note that the 5-hits when in Star Power will scale heavily if used early in a combo, resulting in less damage compared to some of the single-hit assists. As for the end of a combo, while no other assist will beat Big Dipper's damage output, you will be giving the opponent a lot of meter while using up some of your own (see the note below).


*Annie's assists that shoot out stars during Star Power will use up some amount of meter when she performs her move

Partners

Beowulf

Recommended Assists: 

H/L Hurting Hurl

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Synergy:

Big Band

Recommended Assists: 

H Brass Knuckles, L/M Beat Extend, H Take the 'A' Train

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Synergy:

Cerebella

Recommended Assists: 

H Lock 'n' Load, Cerecopter

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Synergy:

Double

Recommended Assists: 

M/L Hornet Bomber, Cilia Slide

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Synergy:

Eliza

Recommended Assists: 

Butcher's Blade, Carpenter's Axe

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Synergy:

Filia

Recommended Assists: 

H Hairball, H Updo

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Synergy:

Fortune

Recommended Assists: 

M/H Fiber Upper, Cat Slide, Dash

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Synergy:

Fukua

Recommended Assists: 

M Forever a Clone, H Platonic Drillationship

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Synergy:

Painwheel

Recommended Assists: 

L Pinion Dash, M Gae Bolga Stinger (M Nails)

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Parasoul

Recommended Assists: 

L Napalm Shot, Napalm Pillar

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Peacock

Recommended Assists: 

George's Day Out (L George), Screwball Cannonball (5HP)

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Robo Fortune

Recommended Assists: 

H Theonite Beam, Collimating Saw (5HP)

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Synergy:

Squigly

Recommended Assists: 

Drag 'n' Bite, Center Stage

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Synergy:

Valentine

Recommended Assists: 

H Savage Bypass

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Synergy:

Umbrella

Recommended Assists: 

Cliff Hanger (6HP), Hungern Rush, Salt Grinder

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Synergy:

Black Dahlia

Recommended Assists: 

Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)

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Synergy:

Marie

Recommended Assists: 

[assists this character wants]

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