Wintropy
Peace and love and all that jazzmatazz~! <3
- Joined
- Aug 28, 2014
- Messages
- 10,032
- Location
- Here, there, who knows?
- NNID
- Winterwhite
- 3DS FC
- 1461-6253-6301
“Careful, love. Prices aren't the only things I can cut in half!”
* CHARACTER *
Who is Anna?
Anna is a character in the Fire Emblem series. Her roles vary from game to game, though she most often appears as a merchant in charge of one of her ubiquitous Secret Shops. She usually pops up in these hidden stores to sell goods to the player for a reasonable price - her shops are so secretive and high-end that they often contain rare items and weapons that can't be found anywhere else in the game! Anna is renowned for her coy wit, fiery red hair, zealous love of cash and trademark "finger on the lip" pose.Anna confessing her love to the Avatar in Awakening- isn't she adorable~?
What games does she appear in?
It's this latter role that's particularly interesting: in Awakening, Anna appears as a playable character for the first time, and she can be recruited into the player's army in one of the exta-narrative Paralogues. Anna's class is Trickster, a promotion of the Thief class, and she wields swords in addition to healing staves. Anna's unique trait as a playable character is her phenomenal growth in the Luck stat, which - coupled with her impressive speed and agility - makes her a difficult target for enemy units to hit, and her ability to traverse any terrain and heal her allies' wounds makes her an invaluable aid in the heat of battle.
Anna also appears in the most recent game in the series, Fates, as a Spotpass character that can be recruited outside of the main story. In this game, Anna's starting class is Outlaw, a new class that wields bows and staves, with a great Luck stat and a knack for finding quick cash in the middle of battle. In addition to this, Anna can recruit into many new classes, including Adventurer, Strategist, Maid, Witch, Puppeteer, Great Merchant and even Great Lord - yowza!
* CONSIDERATION *
So why does she deserve to be in Smash 4?
"Good question, sweetie! Wanna know why~?"
Well, I could write a lengthy treatise on why Anna would fit right into the Smash roster: her longstanding pedigree within the Fire Emblem series, her massive moveset potential, her popularity with fans, the fact that she's cute as a button - but here's the tl;dr version:"Good question, sweetie! Wanna know why~?"
- Recurring character that's been in the series since the beginning
- Huge moveset potential based on her role as a shopkeeper and Trickster
- Intelligent Systems considers her important and iconic enough to continue appropriating her likeness in the series
- She represents the merchant archetype, a longstanding and integral figure in fantasy narrative
* CONCEPTS *
How would she play in Smash?
Okay, I know what you're thinking: "She's just a merchant, albeit a strikingly beautiful and eminently talented one! How's she gonna go toe-to-toe with Bowser and Ganondorf?"
Good question, humble reader! And there's a simple answer to that - or, rather, a few answers:
Cold, hard cash!
Rare weapons!
Thief skills!
A big friggin' sword!
Y'see, Anna's more than just a pretty face and a fat nest egg: she knows how to defend herself, and she's not afraid to shed blood if it means protecting her loot and her friends (we'll leave it up to you to determine which one takes priority). While she admittedly doesn't figure into battle much in the first few games in the series, preferring instead to eke out a comfortable existence from the safety of her mysterious merchant's stall, that doesn't mean she isn't capable of taking care of herself.
Consider, for starters, where Anna inevitably turns up: in the middle of a godsdamn warzone! Who in their right mind would set up shop in a battlefield soaked in blood and resounding with the clash of steel? Anna would, of course! Nobody with two brain cells to rub together would dare look the wrong way at a lady who's got the guts to sell her merchandise in the middle of a heated battle, and especially not one who's packing enough sharp edges and occult tomes in the backroom to end said battle very, very quickly. Clearly she knows what she's doing, since she never seems to come to harm while propping her feet up inside her cozy little hovel and waiting for business to arrive.
Incidentally, every Anna is actually a different Anna: they're actually sisters and descendants of each-other, all of whom happen to be identical. Can't you just picture a no-holds-barred beatdown of a thousand Annas~?
Wait a minute, she isn't even fighting! Are you trying to trick me?
What, you reckon she has to get out and about to to sell her hard-earned haul at some point or another? Good eye, you sharp-sighted so-and-so! For all her Secret Shopkeeping shenanigans, Anna's no stranger to getting her hands dirty and feeling the fresh soil beneath her soles: in Awakening, Anna will occasionally turn up in the middle of battle, hoping to offload her valuable loot on any wayward travelers in the vicinity. While she may not be the best at defending herself in such situations - laden, as she is, with a hefty sack of finest products - she's quite capable of surviving long enough to repay Chrom and his allies for their valiant aid.
And anyway, fighting ability has never been a point against a character's chances of appearing in Smash: just take a look at Wii Fit Trainer, Villager, Duck Hunt and R.O.B., to name but a few non-fighting characters in the roster! None of these characters have any noteworthy experience of roughin' it up in their source material, yet they nevetheless have perfectly functioning and well-crafted movesets in Smash. It's not about what the character does, but what the character can do: in other words, potential trumps presentation!
Okay, I get it. She can fight. But what exactly can she do?
Well, for starters, Anna's Trickster class offers her some pretty cool abilities that would translate well into Smash: she's naturally lithe and acrobatic, so she'd be a quick and agile fighter, and she's capable of wielding a sword in addition to healing staves. As a Trickster, she isn't very strong, and she's much more at home with magical weaponry: her official art even depicts her wielding a Levin Sword, which you'll probably recognise as Robin's signature weapon.
Now I know what you're thinking, esteemed visitor: "Robin's already got a Levin Sword! And how would healing even work in a game like this?"
Fine points indeed! Now, how about we just take a moment to consider what Anna, as a merchant, has access to:
Every damn weapon imaginable!
That's right: swords, axes, spears, bows, tomes, staves - you name it, Anna's got it! Imagine a fighting style that allows her to wield such a diverse variety of weapons: as a merchant, she could pull out just about anything form her magical bag o' tricks and use it to her advantage! She could also use items such as healing potions and stat-boosting draughts to restore health or temporarily improve her speed, defense, damage, launching power, anything you want her to do!
In this way, she'd represent not only the Trickster class - and, let's face it, there aren't many rogue-type fighters in Smash - but also the other Fire Emblem weapon and item types that don't appear in Smash. We've got swords and tomes already, but where are the axes, spears, staves and potions? Safely stored away in Anna's road-ready travel pack, of course! One look at Anna's gleaming mug and you know she's just itchin' to set these weapons loose and disembowel...ahh, that is, humbly dissuade from engaging in violent activities anybody foolish enough to stand in her way!
If we're to take into account her most recent appearance in Fates, then Anna's repertoire of talents just gets even more diverse and impressive: this game allows her to wield concealed weapons (throwing blades such as knives and kunai) and even magical puppets as part of her astonishing arsenal! That's not to mention her impressive stats, including a Luck stat that puts every other unit in the game in the shade - not bad for a humble merchant!
The question really comes down to one intrinsic question, and it's not "what can she do?" - rather, the question ought to be asked:
"What can't Anna do?"
The answer, as it turns out, is:
Very, very little~
Okay, that sounds pretty cool. Got any more suggestions?
Of course, valued customer! Just check the Movesets section of this thread for detailed examples of how Anna could fight!
This is why you don't screw with Anna's stuff
* ARGUMENTS *
Fire Emblem has enough reps already!
I'm just gonna reiterate what I said in the Tiki thread:
The roster isn't divvied up based on "reps". It's based on what seems good and what works - if a series is popular and has good characters to work with, there's no reason why it should be limited because of simple numbers. The same goes for the "slots" argument, as there is no maximum limit of characters that can fit into a roster. Especially with DLC, the developers potentially has as much time as they require to work on new characters, so the theory that "they won't have enough time to make that many newcomers" is now redundant.
Does she appear in Smash at all?
Indeed and she does! Here's her trophy model from the 3DS version:
She's not relevant!
Well, she's been in all but one of fourteen (so far) games and Intelligent Systems evidently regards her as important and popular enough to keep her around. Considering the cast of Fire Emblem changes almost every game very few, if any, characters can boast the same pedigree of appearance that she can, I'd say that's pretty remarkable. Her appearance as a playable character in Awakening only further demonstrates her importance to the series, as she's now been promoted to a status that few other NPCs in the games have had the honour of achieving!Anna's not going anywhere, that much is clear: as long as Fire Emblem continues to thrive and shine, so too will our fair red-headed merchant! Although it's not clear if she'll appear in Fire Emblem: if at this point in time, I'd honestly be shocked and astounded if she doesn't show up in some capacity - watch this space, we'll keep you posted as we find out more!
UPDATE: Anna is confirmed to appear as a playable character in the new game, known over here as Fire Emblem: Fates! She is a Spotpass character that can be recruited into the player's roster as an optional unit, and the player can once again support with her and even marry her! Ain't you lucky~?
There's a lot of info here, though, so I'll just link to what's already been said on that note. Fair warning: expect spoilers!
A concise encapsulation of Anna's role in Fates.
Credit to @Captain Shwampy for gathering these great details! A truly valued customer~
What are her chances?
Again, to reiterate what I said in the Tiki thread:
As of right now, it's difficult to say. Sakurai seems to be content with the amount of Fire Emblem characters thus far and probably isn't considering any more, at least for the time being. Should she appear in a future Fire Emblem game during Smash 4's DLC cycle, and if her role is increased in that game, she has a strong chance of appearing somewhere down the line.
* MOVESETS *
Anna: Fire Emblem’s Other Fiery Redhead
There have been many breakdowns of Anna’s character and the reasoning that would go into her inclusion in the Smash Bros. Roster. Whether to reinforce classic RPG roles with the inclusion of her as the Fire Emblem brigade’s dedicated merchant with a rogue twist, to provide a new personality to contrast against the calm & stoic determinators that make up the group currently, to have a totally different role represented versus the ever mandatory lords introduced to Smash, or even simpler reasons such as to introduce another strong female character to the mix or represent all of Fire Emblem with a character that has ties to every game in the franchise, Anna has an answer for all inquiries. With the opportunity we’ve been given thanks to the Fighter Ballot, Anna now receives a second chance for either notoriety or an inclusion into the roster. As such, it is my aim to make a move set that plays up the complete Anna experience versus one role she’s had through the years.
My previous attempt at creating a move set for our loveable redhead was more skewed to playing up her role as a trickster in her Awakening role. This move set on the other hand aims to pay respects to her general role in the series as its premier merchant for premium goods. Additionally, I have taken the opportunity to add light hints of her rouge like qualities in several of her attack animations as well as add a min/maxing set of complimentary specials to emulate the idea of juggling inventory as a merchant would in their daily affairs. As always, since I aim to give a goal of her gameplay via examples from other fighting game characters, one could see this Anna as being inspired by Villager’s Pocket special, Faust’s “What Could This Be?” item toss special, the mechanics determining Hsien-Ko’s dizzy items on her own item toss special in Vampire Saviour/Darkstalkers 3,
Appearance: Anna dons her memorable Awakening trickster attire with a short blade/dagger that she holds predominantly in a reverse grip. This stance is to convey that while she is proficient with a sword, her usage of it is inherently different from every FE character to date with her specialty being in thievery or rogue like uses of a blade (i.e. executions and opportunist strikes) versus the noble fencing styles practiced by Lords and nobility in the franchise. Along with this, Anna is always seen clutching a large sack of varying size over her shoulder with her non-dominant hand. The stance here implies that whatever is in that sack (or maybe even the sack itself), she is willing to defend to the bitter end. Anna isn’t all about business over pleasure however as she has seen to customize her blade’s hilt with a small tassel that has a bear toy dangling off the end.
Walking animation: Anna walks with a skip in her step, eternally amused at the situation at hand all with a tight grip on her blade (a dagger or short sword) and even tighter grip on a sack of various loot she always has on herself.
Running animation: Anna slings her “fat bag o’ loot” over her shoulder and darts off with her body low to the ground. As a front line merchant, getting into and out of the thick of battle while protecting her wares and (more importantly) her profits is a honed skill.
Running speed: Somewhere between Greninja at the fastest and Marth at the slowest.
Wall Jump: Yes
Wall Cling: No
Tether: No
Reflector: No
Fall Speed: Medium
Weight Class: Medium Heavy
Jump heights: Average
Normal Attacks
Jab: Using a dagger like blade in a reverse grip, Anna performs two horizontal swings similar to Pit then finishes with a straight stab to the midsection.
F-Tilt: Anna pulls out a Spear and stabs this straight forward like a pool stick. This can be angled.
D-Tilt: Anna performs a similar poke to the above with a Brave Lance that pokes the ground in front of her twice. Said move can also force a trip on an opponent.
U-Tilt: Anna pulls out a magic stave which she waves over herself in an arc from behind herself forward casting magic that launches opponents on contact.
F-Smash: Anna swings her bag of profit™ forward smashing opponents with the sound of coins rattling heard loud and clear.
D-Smash: Anna spins and swings her bag of profit™ in front of and behind herself in a manner similar to a hammer throw.
U-Smash: Anna rotates her blade like a propeller above her head. This attack has a suction effect, hits three times and launches upward on the third hit. It has an animation similar to Dante’s Prop Shredder attack in the Devil May Cry series.
N-Air: Anna, using a Light tome, emits a large 360 pulse of light that jolts opponents multiple times.
F-Air: Anna, using a Fire tome, creates a small explosion in front of herself.
B-Air: Anna using a Lightning tome summons a bolt of electricity that coils behind herself and strikes in an upward arc.
U-Air: Anna using a Wind tome generates a small tornado that juggles the opponent before lightly launching them upward.
D-Air: Anna swings her bag of profit™ downward to club an opponent with. This move can meteor smash.
Dash Attack: Anna swings her sack forward swatting opponents in her way.
Specials
Neutral Special: Storage
Anna opens her sack and has it swallow up enemy projectiles. As more objects are contained, the bag increases in size with each increase creating a heavier and more powerful bag that she can use for attacks involving the use of the sack. The size increase also influences her Forward Special move seen below. This comes with the tradeoff of making her a tad slower in her movements across the stage.
Forward B: Clearance!
Anna reaches into her sack and tosses the first object she gets her hands on forward. These items can either be weapons from the primary weapon triangles (swords, spears, or axes), tomes that activate on contact with the floor or an opponent, or vulneraries. The strength of these objects varies and items dropped on the floor (with the exception of tomes; they must be caught) can be used by an opponent three times as standard items before being “broken”. As the RNGesus she is however (along with her lineage’s roles as the keepers of the lore of all Fire Emblem events), she is also privy to a few items that would probably shock others. Of these items, Lyn’s Sol Katti, Alondite, the brother sword of Ike’s Ragnell, Hector’s Axe, The Sword of Seals and other such in series legendary weapons have a small chance of being chucked forward. These are uncatchable and disappear after finishing their toss arcs but are also some of the most powerful things in her possession. You have a small percent chance of tossing something like these out at opponents, but holding the special button after inputting the move has Anna fumble through the contents of her sack before throwing something, slightly increasing the chances of getting said legendary weapons.
When the sack is fuller, you can throw up to three objects forward on one use. Throwing one object decreases the size of the bag by one level while throwing all three items completely “empties” the sack. Emptying the sack allows space for more projectiles to be put in storage with her neutral special, reduces her weight allowing her to move faster and increases her jump height/duration to normal.
Downward B: Counter (Alt: “Attending to Foreign Business”/”Lucky Day!”)
Anna assumes a defensive stance. When she is struck, instead of performing a counter attack, Anna nimbly slips out of the path of the attack and reappears a set distance away. This reappearance can be determined by a direction input on the control stick. Otherwise, Anna simply dashes behind the opponent, recovers quickly, and is free to do any action afterwards.
Upward B: Warp Staff
Anna casts a small field of magic that teleports anything within itself to a position she determines. Think of Fire Emblem characters’ entrances to the field in Smash Bros. when you imagine this move. When used normally, this move teleports her to another designated position, however, she can also force the spell to teleport opponents and even items elsewhere by moving the magic circle along the stage in a manner similar to Greninja’s Shadow Sneak (holding the special button after the input and moving the circle forward along the ground with left or right inputs).
Dodges
Spot Dodge: Anna does a spinning hop in place watching her feet in a manner similar to Sonic. Exerting caution in tricky situations is always a priority.
Air Dodge: Anna acrobatically leans back and over her sack using the weight of the sack as ballast as she descends to the ground.
Grabs
Grab: Anna throws the sack over their heads which triggers a quick animation of a cartoon dust cloud leading to the opponent being in Anna’s sack up to the shoulders.
Pummel: Anna tightens a rope around the mouth of the sack attempting to subdue them further.
Forward throw: Anna grabs the sack and flashes the opponent out forward in front of herself.
Back throw: Anna flashes her sack behind herself in a single motion. The sack ejects its contents behind herself.
Up throw: Anna flash kicks the sack having it expel them upward.
Down Throw: Anna lowers the bag to rest horizontally on the floor and stomps on it. The bag then ejects the captured opponent forward low to the ground.
Final Smash: Family Business
Anna pulls her sisters out from the sack (revealed to be a mini Outrealm Gate) who then charge forward with an even larger sack. If anything is caught in this sweeping snatch, the sisters all converge where the bag was (now filled with opponents) and cast various potent magic from various tomes, beat it with weaponry ranging from the rickshaw to the legendary, or just flat out stomp the bag flat before our playable Anna leaps onto the bag expelling its contents out in the direction the sack’s opening is pointing.
Other Animations
Knockdown: Anna lies on the ground face down, her sword stuck in the ground with a firm grip still on the nose of her sack.
Wake Up Attack: Anna performs a set of sweeping kicks while defending her sack with spread arms before readjusting into her standing stance.
Broken Shield: Anna teeters in place hand on her forehead as treasure chests with wings fly about her head.
Up Taunt: Anna performs the “Anna” pressing her right pointer finger to her lower cheek while stating “Prices aren’t the only thing I can cut!”
Side Taunt: Anna pulls out a legendary weapon wielded by a previous lord and performs the pre-critical animation for each.
Marth: Twirls the classic Falchion upward before it glows.
Ike: Points the full length Alondite outward at an opponent’s eye level before grinning.
Lyn: Pulls out the Sol Katti and poses with it back turned for a second.
Hector: Spins the Ax over her head before slamming it down mimicking Hector’s crit animation startup.
[etc.]
Before returning it to the sack.
Down Taunt: Anna sits on top of her bag of loot in a manner similar to her key art from Awakening while musing to the camera saying “Thanks for your patronage!”
Colors and Alts:
TBD
Alt Costume: Merchant Anna
Dressed in her more business oriented garb, Anna takes to the field of negotiation with an eye for new ventures and greater loot.
There have been many breakdowns of Anna’s character and the reasoning that would go into her inclusion in the Smash Bros. Roster. Whether to reinforce classic RPG roles with the inclusion of her as the Fire Emblem brigade’s dedicated merchant with a rogue twist, to provide a new personality to contrast against the calm & stoic determinators that make up the group currently, to have a totally different role represented versus the ever mandatory lords introduced to Smash, or even simpler reasons such as to introduce another strong female character to the mix or represent all of Fire Emblem with a character that has ties to every game in the franchise, Anna has an answer for all inquiries. With the opportunity we’ve been given thanks to the Fighter Ballot, Anna now receives a second chance for either notoriety or an inclusion into the roster. As such, it is my aim to make a move set that plays up the complete Anna experience versus one role she’s had through the years.
My previous attempt at creating a move set for our loveable redhead was more skewed to playing up her role as a trickster in her Awakening role. This move set on the other hand aims to pay respects to her general role in the series as its premier merchant for premium goods. Additionally, I have taken the opportunity to add light hints of her rouge like qualities in several of her attack animations as well as add a min/maxing set of complimentary specials to emulate the idea of juggling inventory as a merchant would in their daily affairs. As always, since I aim to give a goal of her gameplay via examples from other fighting game characters, one could see this Anna as being inspired by Villager’s Pocket special, Faust’s “What Could This Be?” item toss special, the mechanics determining Hsien-Ko’s dizzy items on her own item toss special in Vampire Saviour/Darkstalkers 3,
Appearance: Anna dons her memorable Awakening trickster attire with a short blade/dagger that she holds predominantly in a reverse grip. This stance is to convey that while she is proficient with a sword, her usage of it is inherently different from every FE character to date with her specialty being in thievery or rogue like uses of a blade (i.e. executions and opportunist strikes) versus the noble fencing styles practiced by Lords and nobility in the franchise. Along with this, Anna is always seen clutching a large sack of varying size over her shoulder with her non-dominant hand. The stance here implies that whatever is in that sack (or maybe even the sack itself), she is willing to defend to the bitter end. Anna isn’t all about business over pleasure however as she has seen to customize her blade’s hilt with a small tassel that has a bear toy dangling off the end.
Walking animation: Anna walks with a skip in her step, eternally amused at the situation at hand all with a tight grip on her blade (a dagger or short sword) and even tighter grip on a sack of various loot she always has on herself.
Running animation: Anna slings her “fat bag o’ loot” over her shoulder and darts off with her body low to the ground. As a front line merchant, getting into and out of the thick of battle while protecting her wares and (more importantly) her profits is a honed skill.
Running speed: Somewhere between Greninja at the fastest and Marth at the slowest.
Wall Jump: Yes
Wall Cling: No
Tether: No
Reflector: No
Fall Speed: Medium
Weight Class: Medium Heavy
Jump heights: Average
Normal Attacks
Jab: Using a dagger like blade in a reverse grip, Anna performs two horizontal swings similar to Pit then finishes with a straight stab to the midsection.
F-Tilt: Anna pulls out a Spear and stabs this straight forward like a pool stick. This can be angled.
D-Tilt: Anna performs a similar poke to the above with a Brave Lance that pokes the ground in front of her twice. Said move can also force a trip on an opponent.
U-Tilt: Anna pulls out a magic stave which she waves over herself in an arc from behind herself forward casting magic that launches opponents on contact.
F-Smash: Anna swings her bag of profit™ forward smashing opponents with the sound of coins rattling heard loud and clear.
D-Smash: Anna spins and swings her bag of profit™ in front of and behind herself in a manner similar to a hammer throw.
U-Smash: Anna rotates her blade like a propeller above her head. This attack has a suction effect, hits three times and launches upward on the third hit. It has an animation similar to Dante’s Prop Shredder attack in the Devil May Cry series.
N-Air: Anna, using a Light tome, emits a large 360 pulse of light that jolts opponents multiple times.
F-Air: Anna, using a Fire tome, creates a small explosion in front of herself.
B-Air: Anna using a Lightning tome summons a bolt of electricity that coils behind herself and strikes in an upward arc.
U-Air: Anna using a Wind tome generates a small tornado that juggles the opponent before lightly launching them upward.
D-Air: Anna swings her bag of profit™ downward to club an opponent with. This move can meteor smash.
Dash Attack: Anna swings her sack forward swatting opponents in her way.
Specials
Neutral Special: Storage
Anna opens her sack and has it swallow up enemy projectiles. As more objects are contained, the bag increases in size with each increase creating a heavier and more powerful bag that she can use for attacks involving the use of the sack. The size increase also influences her Forward Special move seen below. This comes with the tradeoff of making her a tad slower in her movements across the stage.
Forward B: Clearance!
Anna reaches into her sack and tosses the first object she gets her hands on forward. These items can either be weapons from the primary weapon triangles (swords, spears, or axes), tomes that activate on contact with the floor or an opponent, or vulneraries. The strength of these objects varies and items dropped on the floor (with the exception of tomes; they must be caught) can be used by an opponent three times as standard items before being “broken”. As the RNGesus she is however (along with her lineage’s roles as the keepers of the lore of all Fire Emblem events), she is also privy to a few items that would probably shock others. Of these items, Lyn’s Sol Katti, Alondite, the brother sword of Ike’s Ragnell, Hector’s Axe, The Sword of Seals and other such in series legendary weapons have a small chance of being chucked forward. These are uncatchable and disappear after finishing their toss arcs but are also some of the most powerful things in her possession. You have a small percent chance of tossing something like these out at opponents, but holding the special button after inputting the move has Anna fumble through the contents of her sack before throwing something, slightly increasing the chances of getting said legendary weapons.
When the sack is fuller, you can throw up to three objects forward on one use. Throwing one object decreases the size of the bag by one level while throwing all three items completely “empties” the sack. Emptying the sack allows space for more projectiles to be put in storage with her neutral special, reduces her weight allowing her to move faster and increases her jump height/duration to normal.
Downward B: Counter (Alt: “Attending to Foreign Business”/”Lucky Day!”)
Anna assumes a defensive stance. When she is struck, instead of performing a counter attack, Anna nimbly slips out of the path of the attack and reappears a set distance away. This reappearance can be determined by a direction input on the control stick. Otherwise, Anna simply dashes behind the opponent, recovers quickly, and is free to do any action afterwards.
Upward B: Warp Staff
Anna casts a small field of magic that teleports anything within itself to a position she determines. Think of Fire Emblem characters’ entrances to the field in Smash Bros. when you imagine this move. When used normally, this move teleports her to another designated position, however, she can also force the spell to teleport opponents and even items elsewhere by moving the magic circle along the stage in a manner similar to Greninja’s Shadow Sneak (holding the special button after the input and moving the circle forward along the ground with left or right inputs).
Dodges
Spot Dodge: Anna does a spinning hop in place watching her feet in a manner similar to Sonic. Exerting caution in tricky situations is always a priority.
Air Dodge: Anna acrobatically leans back and over her sack using the weight of the sack as ballast as she descends to the ground.
Grabs
Grab: Anna throws the sack over their heads which triggers a quick animation of a cartoon dust cloud leading to the opponent being in Anna’s sack up to the shoulders.
Pummel: Anna tightens a rope around the mouth of the sack attempting to subdue them further.
Forward throw: Anna grabs the sack and flashes the opponent out forward in front of herself.
Back throw: Anna flashes her sack behind herself in a single motion. The sack ejects its contents behind herself.
Up throw: Anna flash kicks the sack having it expel them upward.
Down Throw: Anna lowers the bag to rest horizontally on the floor and stomps on it. The bag then ejects the captured opponent forward low to the ground.
Final Smash: Family Business
Anna pulls her sisters out from the sack (revealed to be a mini Outrealm Gate) who then charge forward with an even larger sack. If anything is caught in this sweeping snatch, the sisters all converge where the bag was (now filled with opponents) and cast various potent magic from various tomes, beat it with weaponry ranging from the rickshaw to the legendary, or just flat out stomp the bag flat before our playable Anna leaps onto the bag expelling its contents out in the direction the sack’s opening is pointing.
Other Animations
Knockdown: Anna lies on the ground face down, her sword stuck in the ground with a firm grip still on the nose of her sack.
Wake Up Attack: Anna performs a set of sweeping kicks while defending her sack with spread arms before readjusting into her standing stance.
Broken Shield: Anna teeters in place hand on her forehead as treasure chests with wings fly about her head.
Up Taunt: Anna performs the “Anna” pressing her right pointer finger to her lower cheek while stating “Prices aren’t the only thing I can cut!”
Side Taunt: Anna pulls out a legendary weapon wielded by a previous lord and performs the pre-critical animation for each.
Marth: Twirls the classic Falchion upward before it glows.
Ike: Points the full length Alondite outward at an opponent’s eye level before grinning.
Lyn: Pulls out the Sol Katti and poses with it back turned for a second.
Hector: Spins the Ax over her head before slamming it down mimicking Hector’s crit animation startup.
[etc.]
Before returning it to the sack.
Down Taunt: Anna sits on top of her bag of loot in a manner similar to her key art from Awakening while musing to the camera saying “Thanks for your patronage!”
Colors and Alts:
TBD
Alt Costume: Merchant Anna
Dressed in her more business oriented garb, Anna takes to the field of negotiation with an eye for new ventures and greater loot.
Anna is a quick, nimble character in both speed and in attacking. She can use her Levin Sword in her Smash to temporarily stun the opponent. Her normal attacks and aerial attacks do electrical damage in short range, but are pretty weak, but can stun the opponent enough for her to do a combo. Her jumps are pretty much equal to Fox's, only much more horizontal, so she can easily get away from a situation. With some of her special moves, she has a quick thunder attack that's much faster to execute than Pikachu's, but much weaker, but can stun. She can use the move Rescue to gain a long line of range, another way to get out of a situation or to trick the opponent from time to time. Her Side-B is a quick dash attack (similar to Ike's), is much faster to execute, but has low KO potential. Her Neutral B is an attack (similar to Marth's Neutral, only she spins and it's a multi-hitting attack) that also stuns the opponent longer depending how long you charge. All in all, her playstyle makes use of stun attacks to get away from opponents, being a tricky character to hit once she jumps away. Being able to use her effectively will give the opponent a hard time to attack her.
Statistics
Height: Equal to the realistic humans ()
Weight: 96 ()
Ground Speed: 1.8 (Between & )
Air Speed: 1.1 ()
Basic MovesJab Combo: A slap followed by a swing of a bag stuffed with coins
Dash Attack: Lunging cut with a knife (same properties as 's)
Get-Up Attack: Same as /
Ledge Attack: Slams down a massive sack of coins before climbing up.
U-Tilt: Simple upward slice with a sword
F-Tilt: Simple horizontal slice with a sword
D-Tilt: Pokes out with a sword
U-Smash: Charged stab of a spear (/)
F-Smash: Homerun swing with an axe ('s wind up punch)
D-Smash: Slams down a staff, causing a poisonous splurt up on either side ('s)
U-Air: Chucks a hand-axe shortly overhead.
N-Air: Quickly swings a blade forward and behind ( and I think )
F-Air: Arcing swing of a staff with slight magical effect lengthening the swing ()
B-Air: Swings back a large bag of coins ( hitbox)
D-Air: Thrusts a lance downwards, (/'s pikmin)
Grabs
Grab & Pummel: Captures & squeezes someone in an empty sack ('s net)
U-Throw: Opens up her bag which erupts with coins and the captive
F/B-Throw: Anna spins her bag around until it tears, flinging the captive out of the far end (same animation, just longer/shorter based on input).
D-Throw: Just slams the bag onto the ground, ejecting the captive.
Specials
Up B: Warp Staff - A magical circle appears under Anna, she appears at a set distance in one of the 8 cardinal directions a moment later (//)
Up Custom 1: Sleep Staff - The range is lessened, but when appears Anna has an explosion of bubbles that will send anyone close enough asleep (we need ONE move that can somewhat reliably use this effect )
Up Custom 2: Rewarp Staff - Now works like 's quick attack, with two quick but shorter jumps.
Neutral B: Levin Sword - Spawns an electrical explosion a set distance from Anna with a slight delay.
Neutral Custom 1: Flame Sword - The explosion is slower to appear, but has noticable more damage.
Neutral Custom 2: Wind Sword - The vortex appears almost instantly but is weaker
Side B: Spear - Anna chucks out a spear with angle based on duration the input is held. Has high shield damage.
Side Custom 1: Javelin - Charge time is cut in half for distances, but has lessened strength
Side Custom 2: Shockstick - Slower air speed, but explodes in a small burst of thunder
Down B: Vantage - Anna takes a reduced amount of the damage from a hit (50%) but counters with 1.5x the initial damage and knockback.
Down Custom 1: Vantage+ - Nullifies damage taken, but only deal half of the initial damage/knockback.
Down Custom 2: Counter - Anna takes full damage of the hit, but counters with 2x damage and knockback.
Final Smash: Family Feud - Anna does a golf swing with her bag of cash, holding the opponent in the air like /, then 5 Anna's come in to do a massive combo using a Sword, Lance, Tome, Bow, and Finally Axe, ending with them in unison "Cha-CHING!"
Animations
Entrance: Magical circle entrance... shared by
Walk: A carefree walk
Run: Ducked down dash
Crouch: ...Nothing special
Taunt 1: Anna sits down on her bag of coins & stretches, "Don't forget to take frequent breaks!"
Taunt 2: Anna flourishes a silver sword, "I make deep cuts."
Taunt 3: Proudly stands with her iconic finger-on-chin pose "Hope you bet on ME."
Victory 1: Anna appears out of a rune circle, holding a staff, "Y'know what they say, evil never pays."
Victory 2: Anna runs on screen, toting a massive backpack of wares, "The autograph line starts here!"
Victory 3: Anna lazily falls back onto her bag of coins, "What can I say? Winning's in my blood."
Defeat: Looking bored, golf claps
Height: Equal to the realistic humans ()
Weight: 96 ()
Ground Speed: 1.8 (Between & )
Air Speed: 1.1 ()
Basic MovesJab Combo: A slap followed by a swing of a bag stuffed with coins
Dash Attack: Lunging cut with a knife (same properties as 's)
Get-Up Attack: Same as /
Ledge Attack: Slams down a massive sack of coins before climbing up.
U-Tilt: Simple upward slice with a sword
F-Tilt: Simple horizontal slice with a sword
D-Tilt: Pokes out with a sword
U-Smash: Charged stab of a spear (/)
F-Smash: Homerun swing with an axe ('s wind up punch)
D-Smash: Slams down a staff, causing a poisonous splurt up on either side ('s)
U-Air: Chucks a hand-axe shortly overhead.
N-Air: Quickly swings a blade forward and behind ( and I think )
F-Air: Arcing swing of a staff with slight magical effect lengthening the swing ()
B-Air: Swings back a large bag of coins ( hitbox)
D-Air: Thrusts a lance downwards, (/'s pikmin)
Grabs
Grab & Pummel: Captures & squeezes someone in an empty sack ('s net)
U-Throw: Opens up her bag which erupts with coins and the captive
F/B-Throw: Anna spins her bag around until it tears, flinging the captive out of the far end (same animation, just longer/shorter based on input).
D-Throw: Just slams the bag onto the ground, ejecting the captive.
Specials
Up B: Warp Staff - A magical circle appears under Anna, she appears at a set distance in one of the 8 cardinal directions a moment later (//)
Up Custom 1: Sleep Staff - The range is lessened, but when appears Anna has an explosion of bubbles that will send anyone close enough asleep (we need ONE move that can somewhat reliably use this effect )
Up Custom 2: Rewarp Staff - Now works like 's quick attack, with two quick but shorter jumps.
Neutral B: Levin Sword - Spawns an electrical explosion a set distance from Anna with a slight delay.
Neutral Custom 1: Flame Sword - The explosion is slower to appear, but has noticable more damage.
Neutral Custom 2: Wind Sword - The vortex appears almost instantly but is weaker
Side B: Spear - Anna chucks out a spear with angle based on duration the input is held. Has high shield damage.
Side Custom 1: Javelin - Charge time is cut in half for distances, but has lessened strength
Side Custom 2: Shockstick - Slower air speed, but explodes in a small burst of thunder
Down B: Vantage - Anna takes a reduced amount of the damage from a hit (50%) but counters with 1.5x the initial damage and knockback.
Down Custom 1: Vantage+ - Nullifies damage taken, but only deal half of the initial damage/knockback.
Down Custom 2: Counter - Anna takes full damage of the hit, but counters with 2x damage and knockback.
Final Smash: Family Feud - Anna does a golf swing with her bag of cash, holding the opponent in the air like /, then 5 Anna's come in to do a massive combo using a Sword, Lance, Tome, Bow, and Finally Axe, ending with them in unison "Cha-CHING!"
Animations
Entrance: Magical circle entrance... shared by
Walk: A carefree walk
Run: Ducked down dash
Crouch: ...Nothing special
Taunt 1: Anna sits down on her bag of coins & stretches, "Don't forget to take frequent breaks!"
Taunt 2: Anna flourishes a silver sword, "I make deep cuts."
Taunt 3: Proudly stands with her iconic finger-on-chin pose "Hope you bet on ME."
Victory 1: Anna appears out of a rune circle, holding a staff, "Y'know what they say, evil never pays."
Victory 2: Anna runs on screen, toting a massive backpack of wares, "The autograph line starts here!"
Victory 3: Anna lazily falls back onto her bag of coins, "What can I say? Winning's in my blood."
Defeat: Looking bored, golf claps
* ICONS / BANNERS *
Support icons by @
Frostwraith
Support icons by @ FalKoopa
Oh, and here's some cute fan art of our glorious merchant overlord!
Support icons by @ FalKoopa
Oh, and here's some cute fan art of our glorious merchant overlord!
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@ Jaedrik
@ FalKoopa
@GoldenYuiitusin
@ Curious Villager
@MaskO'Gears
@Swampasaur
@ Robert of Normandy
@FireEmblemnier
@loganhogan
@210stuna
@Oasis_S
@BarnOwlsRSoAdorable
@Fastblade5035
@Dr. Slavic
@TheTuninator
@Conren
@Ogopogo
@andimidna
@KenithTheGatherer
@Flaxr XIII
@Second Power
@Aurora Jenny
@Leafeon523
@Hong
@GM_3826
@StaffofSmashing
@AEM
@Miffa
@Pacack
@SerPete
@BluePikmin11
@Cazdon
@Sid-cada
@bksbestbwoy
@TimidKitsune129
@Parallel_Falchion
@Tino
@8-peacock-8
@Sanae
@FreddyOnDrugs
@Triggerpig
@RadiantTactician
@Kamui Nohr
@smashkirby
@Burruni
@TehEpicRyuga
@taoxadasa
@Burigu
@dimensionsword64
@Miloaf
@zon
@SS2000
@Alph Aran
@Nonno Umby
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