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Especially against characters who can double jump and have pretty decent aerial buttons, like Cerebella, etc.
I feel like Annie has plenty of options against opponents who stay on the ground. She has a decent grab and the airdash helps cross up opponents. She has imo one of the best sweeps and can also use j.MP against characters who like to use armor. I can do alright against players who cannot double jump/don’t know to.
However, against anyone who can consistently get higher than me I’m not sure what to do. j.HP seems really bad for air-to-air. j.MP does a little better but it still doesn’t cut it. I’ve attempted to use superjump+ hold j.MK to gain some altitude and ADC into other normals but I’m having a ton of trouble aiming it. I also have a lot of trouble aiming moves like j.236K, j.LK, j.LP and airgrab. Maybe it’s a skill issue, but I’m not sure how to practice that kind of thing.
I assume that Annie isn’t supposed to fight aerial opponents head on, but my anti-air options feel kind of wack as well. DP is really unsafe on block and gets predictable quickly. Her overhead is really slow. I can catch some stuff with 2LP but it’s really stubby.
...And then they descend on my head with their aerial attacks. I’m not sure what I can do except sit there and block it. I know that against some moves you can jump, block, and land on the ground during the block in a way so that your blockstun gets canceled and you can then counterattack with your fastest hit, but this is extremely difficult and I can rarely pull it off. Again, maybe a skill issue, idk. I feel like in Skullgirls you generally don’t want to block, because then you need to survive their hell mixup long enough to pushblock or something, so this doesn’t feel exactly right.
One last thing that was suggested to me is to run underneath opponents with Annie’s small hitbox and try to force them to guess which side to block when they whiff their move, but this usually just gets me hit.
I know the obvious solution is to pick an assist that covers for this weakness, but I don’t think that’s very good for improving my Annie gameplay. I want to know if there’s anything I have as Annie that can deal with this sort of thing before I give up and use assists.
Anyway, this problem gets even worse against characters who can zone in the air like Robo and Valentine. They can just jump and throw stuff for days as I chase them around the stage and hope they mess up on the way down so I can get in. I also struggle against Painwheels who decide to fly around and wait for me to do something dumb so they can come down and descend on me with the fury of a thousand suns.
I don’t want to sound like I’m complaining. I’m just stumped. I’ve been trying to figure out this dilemma for a while and I’m not sure anymore. If anyone here knows what I’m doing wrong it would be much appreciated.
I feel like Annie has plenty of options against opponents who stay on the ground. She has a decent grab and the airdash helps cross up opponents. She has imo one of the best sweeps and can also use j.MP against characters who like to use armor. I can do alright against players who cannot double jump/don’t know to.
However, against anyone who can consistently get higher than me I’m not sure what to do. j.HP seems really bad for air-to-air. j.MP does a little better but it still doesn’t cut it. I’ve attempted to use superjump+ hold j.MK to gain some altitude and ADC into other normals but I’m having a ton of trouble aiming it. I also have a lot of trouble aiming moves like j.236K, j.LK, j.LP and airgrab. Maybe it’s a skill issue, but I’m not sure how to practice that kind of thing.
I assume that Annie isn’t supposed to fight aerial opponents head on, but my anti-air options feel kind of wack as well. DP is really unsafe on block and gets predictable quickly. Her overhead is really slow. I can catch some stuff with 2LP but it’s really stubby.
...And then they descend on my head with their aerial attacks. I’m not sure what I can do except sit there and block it. I know that against some moves you can jump, block, and land on the ground during the block in a way so that your blockstun gets canceled and you can then counterattack with your fastest hit, but this is extremely difficult and I can rarely pull it off. Again, maybe a skill issue, idk. I feel like in Skullgirls you generally don’t want to block, because then you need to survive their hell mixup long enough to pushblock or something, so this doesn’t feel exactly right.
One last thing that was suggested to me is to run underneath opponents with Annie’s small hitbox and try to force them to guess which side to block when they whiff their move, but this usually just gets me hit.
I know the obvious solution is to pick an assist that covers for this weakness, but I don’t think that’s very good for improving my Annie gameplay. I want to know if there’s anything I have as Annie that can deal with this sort of thing before I give up and use assists.
Anyway, this problem gets even worse against characters who can zone in the air like Robo and Valentine. They can just jump and throw stuff for days as I chase them around the stage and hope they mess up on the way down so I can get in. I also struggle against Painwheels who decide to fly around and wait for me to do something dumb so they can come down and descend on me with the fury of a thousand suns.
I don’t want to sound like I’m complaining. I’m just stumped. I’ve been trying to figure out this dilemma for a while and I’m not sure anymore. If anyone here knows what I’m doing wrong it would be much appreciated.
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