Annie
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
Wide variety of great assists for neutral, combos, and defense, with certain assists becoming a major threat while Annie has Star Power activated
Very good combo DHC with Pillar of Creation, upping your team's damage potential a good bit with Annie in a supporting position
Good meter gain, should you choose to play Annie in a more conservative manner
Plays any team slot well and melds well with the entire cast, making her extremely flexible as one of the "Glue" characters
What they want
Neutral assists to help her get into her most effective range
Assists that control air-space; Annie's anti-air options are very good, but if the opponent can just hover around and doesn't have to commit to their approach (Painwheel, Valentine), Annie's poor air-to-air options will leave her struggling
A battery character in front of Annie to build meter for her multitude of powerful supers, including her Star Power install (especially if you play her on anchor)
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
H Chair - Projectile DP
Good DP, amazing Alpha Counter
Travels through the air, so can occasionally check someone trying to jump over Annie's Crescent Cuts at certain ranges
L Chair - Projectile Sweep
Low mixup option that's nice if you can scare your opponent into respecting 6HP overhead + assist or instant airdash pressure
Gives nice midscreen combo routes such as 6HP > North Knuckle + assist to deal a nice chunk of damage or setup a tricky reset
Breaks armor, which is useful if the opponent tries to completely disregard Crescent Cuts with Brass Knuckles/Lock 'n' Load/etc.
Pros:
Beo's assist support for Annie isn't anything amazing, but it works just fine
Annie gives Beo great neutral assists
Beowulf's high damage combined with Annie's absurd DHC damage will have you melting opponents
Beowulf is a good battery to fuel Annie's good assortment of supers
Cons:
Hype support for Beo isn't the best
Synergy:
Good for Annie, Good for Beowulf
Both characters support each other well and don't conflict on anything, making for a serviceable duo.
Anyone aside from the "point-only" characters will fit nicely in a trio. Especially someone who would benefit Beowulf.
Big Band
Recommended Assists:
H Brass Knuckles, L/M Beat Extend, H Take the 'A' Train
H Brass Knuckles - Armored Neutral, Anti-zoning
Big neutral threat giving Annie a means to close the distance if they don't have an easy way to deal with armored assists; think of it like a second H Crescent Cut
Good cover even when Annie is already up close and running her strike/throw offensive game
Makes Annie's high corner damage even scarier
Beat Extend - Anti-Air DP, Combo Tool
Annie has her own anti-air options, but DP assists are always nice
Easy damage/mixup routes from 6HP + Beat Extend
H Train - Anti-Air, Combo Tool
If you really just want to melt someone's health bar, this is a great assist choice that will also build a decent chunk of meter in the process
Annie's air-to-air options are poor, so this assist can be a good deterrent to the opponent trying to out-button you in that situation
Pros:
Annie gets top tier assist options for neutral and damage from Bang
Band gets amazing assist support from Annie for neutral
The damage from Annie's assists alongside her Pillar of Creation DHC...
Cons:
None
Synergy:
Favorite for Annie, Favorite for Big Band
Little Band and Big Band. Both characters support each other well and can still put up a good fight when alone. Robo Fortune and Peacock match ups will be a pain to deal with, however.
It is impossible to make a bad trio with this shell, put in any character in any slot.
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Overall very good for neutral
The armor from Lock 'n' Load can protect Annie while she throws out H Crescent Cut to approach the opponent
Good boost to combo damage
Cerecopter - Lockdown, Space-Control, Anti-Armor
Lockdown pressure is always appreciated for a rushdown character
Pros:
Good offensive assist support for Annie
Good assist options for helping Bella out in neutral, as well as raising her damage output
If Bella is in front of Annie she can build up plenty of meter
Bella can stagger the opponent and continue the combo by tagging into Annie
Cons:
None
Synergy:
Good for Annie, Good for Cerebella
Very solid duo combination
Any character will fit for a trio
Double
Recommended Assists:
M/L Hornet Bomber, Cilia Slide
Hornet Bomber - DP (L), Neutral (M), Lockdown (L, M)
M version is a good neutral assist to help Annie approach, which is the area she needs the most help with
Lockdown capabilities help Annie stay in her effective range
M version is better for Annie, but L Bomber is a fair choice if on a trio with someone who wants the more defensive option
Cilia Slide - Sweep, Combo Tool
Its speed, range, low-profile, and armor-breaking properties make it good for counter-calling the opponent's assists that may otherwise give Annie a lot of trouble (armored assists such as Brass Knuckles, Robo Fortune's beam assist)
Another low option to help open the opponent up
The knockback effect opens up combo routes and mixups
Annie/Clide mix - Credit to Cpt. Magemoe☆
Pros:
Both characters get a nice, varied set of assists for neutral
Double's low damage output is offset by Annie's through both assists, Pillar of Creation DHC, and her ability to easily tag into Annie mid-combo
Safe DHC with Catheads
Cons:
None
Synergy:
Good for Annie, Good for Double
A very strong duo combination
Any third character will pair well with this shell
Eliza
Recommended Assists:
Butcher's Blade, Carpenter's Axe
Butcher's Blade - Armored Lockdown, Anti-Armor
Strong lockdown option to keep Annie on the opponent
Poking with 5MP or 6HP + assist call is a fairly safe and effective option in neutral; if you connect on hit or block then it's your turn, and on whiff you still have an armored assist to protect you from (most) whiff-punishes
Carpenter's Axe - Armored Overhead, Combo Tool
Annie's solo mixup is largely composed of simple low/throw with her overhead options being fairly "reactable" (I'm getting hit by 6HP all day), but Carpenter's Axe lets you force a 50/50 that's hard to mash against due to Eliza's armor
Very easy to use in combos with the ground bounce effect opening up plenty of routes, all while dealing a nice chunk of damage
Pros:
Very nice offensive assist support for Annie
A variety of strong assists to help Eliza out in neutral or defense
Eliza can play the battery role for Annie to feed her meter
Cons:
None
Synergy:
Good for Annie, Good for Eliza
Good duo combination
Any third character will fit well for a trio
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor
Good assist for lockdown when up-close
While Hairball assist in neutral can typically be easily dealt with by jumping over it, if the opponent jumps too close to Annie they have to deal with her pretty good anti-air options, and if there is a good distance then Annie gets time to throw out H Crescent Cut for a better approach
Hairball in combos provides excellent corner carry and lets Annie convert from midscreen throws at only stage 2 in the combo chain as opposed to stage 3 if she did a solo conversion... meaning she gets more undizzy to work with
Updo - Anti-Air DP
It's a DP, though the air control is nice for Annie and can be an appealing pick over Hairball in certain matchups (Painwheel, Valentine)
Pros:
Annie gets a solid neutral/lockdown assist or a nice DP
Filia gets good neutral help from Annie's assists
Gregor DHC easily combos from Annie's supers even at fullscreen (might require OTG for Beam > Gregor)
Cons:
None
Synergy:
Good for Annie, Good for Filia
Can't imagine you'd run into any substantial problems playing this team as a duo
Any third character will fit fine in any slot for a trio
Fortune
Recommended Assists:
M/H Fiber Upper, Cat Slide, Dash
Fiber Upper - Anti-Ar DP, Meter Build
H Fiber does its job as a DP, but Annie struggles to convert off of shallow hits
M Fiber is easier to convert off of in exchange for being a worse DP (range and invincibility frames are lesser)
Cat Slide - Sweep
A low option to add to your mixup game, or a sweep to break armored reversals or assists
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Extremely powerful assist kit from Annie that enables Fortune
Fortune builds a lot of meter, Annie spends it on Pillar of Creation DHC to melt lifebars
Meta-defining shell, very eSports
Cons:
Fortune's assist support isn't gonna do much to help out Annie's neutral game
Synergy:
Decent for Annie, Favorite for Fortune
Not the best synergy on paper for a duo, but Fortune gets great assist support and Annie gets a lot of meter to play with if Fortune does her job on point. Extremely powerful duo despite being a bit one-sided.
Any of the good mid or anchor characters will fit well for a trio
Fukua
Recommended Assists:
M Forever a Clone, H Platonic Drillationship
M Clone - Neutral, Combo Tool
Amazing combo tool for Annie, being one of the few assists that let her convert from both hits of H North Knuckle for massive damage
Pretty much a projectile assist, so it serves as a nice neutral tool as well
H Drill - Lockdown, Neutral, Anti-Armor
Good lockdown, good neutral application
Good pickup from midscreen throws as it keeps you in combo stage 2 (typical Annie throw conversions take her to stage 3)
Pros:
Fukua gives Annie great assists for combos with pretty good neutral usage
Annie's assist kit is nice for helping Fukua defensively and to control space
Fukua's low damage is backed up by Annie's hard-hitting assists, combo tag-in, and Pillar of Creation DHC
Cons:
None
Synergy:
Good for Annie, Favorite for Fukua
A very strong duo
Any character fits well for a trio
Painwheel
Recommended Assists:
L Pinion Dash, M Gae Bolga Stinger (M Nails)
L Pinion - Combo Tool, Pressure
Does a good amount of damage and it... has blockstun. That's pretty much it.
M Nails - Projectile
Think of it like another Crescent Cut that Annie can chase in neutral
Pros:
Annie's assist support for Painwheel is nice for protection or approaching
This team dishes out a load of damage through high damage assists, combo-tags, and DHCs
Hatred Install gives you a safe DHC
Cons:
Painwheel's assist kit is pretty meh for Annie
While Annie can be played without being a meter hog, and Painwheel is more than just Hatred Install, meter usage issues may occasionally arise
Synergy:
Decent for Annie, Good for Painwheel
A team of two damage engines. Neutral is a struggle on Annie's side, but Painwheel gets some good support. Really strong as a shell for a trio. Not really a duo I would recommend as Painwheel is not a good anchor, and Annie may not get the meter she needs to mount a comeback.
An anchor character with a strong neutral assist would make for a very strong team with this shell. Big Band, Double, Fukua, Eliza, and Parasoul are all strong picks. Annie and Painwheel already make for amazing mids.
Parasoul
Recommended Assists:
L Napalm Shot, Napalm Pillar
L Napalm Shot - Projectile, Pressure
Being a projectile, it does a good job of helping Annie approach
The lingering napalm tear makes it harder for the opponent to escape Annie's close-range pressure
Napalm Pillar - Anti-Air DP
It's a DP assist
Pros:
Good general assist support for Annie
Annie gives great assists to choose from, all helping Parasoul out in multiple ways
Silent Scope into Annie's DHCs can lead to massive damage due to the unscale, and can be used as fullscreen punishes into full combos
Silent Scope -> Pillar of Creation DHC is a fullcreen punish into a combo
Silent Scope -> Meteor Strike has the sniper shot hit second (and unscaled) at mid-close range, giving Annie a crumble combo and dealing more than the above DHC
Cons:
None
Synergy:
Good for Annie, Good for Parasoul
A perfectly fine duo
Any character fits for a trio
Peacock
Recommended Assists:
George's Day Out (L George), Screwball Cannonball (5HP)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Screwball Cannonball - Projectile, Pressure
Fast projectile that can create an opportunity for Annie to close the gap or safely throw out H Crescent Cut
2 hits when up close, helping Annie stay on the opponent
Pros:
Peacock supplies Annie with generally good assists
Annie's assists work out almost too well for Peacock
Annie's DHCs have no problem connecting after Argus Agony, and can even lead to a follow-up combo
Peacock is an amazing battery character to fuel Annie
Safe DHC with Lonesome Lenny
Cons:
Nah
Synergy:
Good for Annie, Favorite for Peacock
A very strong duo
Any third character will fit for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
H Beam - Beam Projectile
Can't go wrong giving one of the game's best neutral assists to the character who needs help in neutral
Collimating Saw - Armored Lockdown
Someone else is gonna have to give me a reason as to why you would pick this over Beam
Fair defensive option... not that Annie really needs it
Pros:
Beam assist for Annie
Robo gets very strong assists to choose from, H Knuckle being dummy strong
Annie's DHC options convert nicely from Catastrophe Cannon
Any of Robo Fortune's ground Beams can combo into Magnetic Trap > Pillar of Creation DHC, making it easy to get Robo to safety while punishing the opponent for making the mistake of breathing at fullscreen
Cons:
Nope
Synergy:
Favorite for Annie, Favorite for Robo
Both characters support each other well with top level assists, and can safely tag mid-combo without meter (Annie with 6MP > Robo tag... and with meter you can continue the combo, Robo Fortune with Headrone Impact/Mine > Annie Tag). A good duo, but an insane shell for a trio.
A good point or anchor character would be your best bet for a trio
Squigly
Recommended Assists:
Drag 'n' Bite, Center Stage
Drag 'n' Bite - Lockdown, Neutral
Amazing lockdown assist to complement Annie's rushdown style
Good for combo routes without scaling damage too much, and lets you get stage 2 throw conversions
Center Stage - Screen Manipulation
I'm begging someone to mess around with this
Pros:
Great lockdown assists for Annie
Great assist selection to help Squigly out in neutral and pressure
Easy to combo-tag into Annie using the stagger from Silver Chord
Safe DHC with Squigly Battle Opera
Cons:
None
Synergy:
Good for Annie, Good for Squigly
A solid duo, nothing special
Any character can fit for a trio, but as this shell has two members with amazing DHCs, a good battery character would be amazing
Valentine
Recommended Assists:
H Savage Bypass
H Bypass - Combo Tool
Gives nice damage and mix potential to combo routes
Annie/Bypass Mixup and Damage Route - Forever Unborn
Demonstration of how quickly this can kill - Dekillsage
Pros:
Very strong assist options for Valentine to buff her defensive, neutral, and combo game
Fullscreen Vial Combo support for Val
Pillar of Creation DHC for good damage
Cons:
While Savage Bypass helps Annie a great deal in post-hit scenarios (damaging combos and tricky resets), none of Valentine's assist options address Annie's weaknesses in neutral and landing a hit in the first place
Synergy:
Decent for Annie, Good for Valentine
Valentine gets a nice partner in this duo, but Annie's biggest issues aren't addressed with Val's help so this could not be called a good duo
Valentine takes the point slot, so look for anyone who fits well as a mid or anchor
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Hungern Rush, Salt Grinder
Cliff Hanger - Anti-Air, Space-Control
Good assist to call once you're in mid-range due to the assist's size; You can H Cresent + assist pretty uncontested if the opponent doesn't have a way to hit both Annie and Umbrella at once, locking the opponent down for a bit or giving a full combo on hit
Annie herself already has pretty amazing anti-airs, but another less committal option that also covers ground space doesn't hurt
Generally nice assist to have for tightening up Annie's pressure game, especially to dissuade opponents from up-forwarding out of corner pressure
Hungern Rush - Anti-Air DP
Having another DP never hurts, especially for Alpha Counters
Lets Annie combo after H Destruction Pillar and Meteor Strike, frontloading her damage
Annie/Rush 2-bar 2-touch - Credit to Calexe
Bundle this with the mix after Rush hits - Credit to Cpt. Magemoe☆
Salt Grinder - Combo Tool
Pretty much just good for damage, but it's a lot of damage
Pros:
Umbrella's Cliff Hanger assist does a number of good things for Annie's neutral and pressure, while Salt Grinder gives her crazy damage
Both Annie assists are great for frontloading combo damage and offer great neutral or defensive help to Umbrella
Pillar DHC is great for tagging out Umbrella
Extremely high damage in either order
Both characters can easily tag into each other mid-combo using their stagger-inflicting command normals; tagging into Annie gives a combo, while tagging into Umbrella gives hard knockdown if you still have OTG available
Cons:
None
Synergy:
Good for Annie, Good for Umbrella
You can't go wrong with this duo.
You can't make a bad team with this shell, stick on any character for a trio.
Black Dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Trap shines for Annie when the opponent is cornered, giving them something else to worry about when under the barrage of her good buttons, projectiles, and while the Trap would encourage opponents to jump out of the corner, she has great anti-air options
Low-hitting property along with Annie's quick overhead options makes it good for mixups
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets don't do all that for helping Annie close in on an opponent, but can serve well in pressure
Pros:
Annie gets additions to her pressure game from Dahlia's trap assist, and may be able to take advantage of Last Call loadouts since Dahlia is usually gonna be ahead of Annie on a team
Dahlia enjoys Annie's assists both offensively and defensively; she doesn't get Counter + Assist help, but a really good DP assist is basically just as good
Annie's tag works perfectly with Dahlia's ability to setup tags, and Annie's high damage helps make up for Dahlia's lack of it
Last Call and Barrel DHCs
Cons:
None
Synergy:
Good for Annie, Favorite for Dahlia
Pretty good duo, though do be wary that both characters can be pretty hefty meter spenders
Realistically, any character can fit in any position with this shell, but since Dahlia's favored position is point and Annie is one of the best mid characters, an anchor character would be recommended
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]