GBVSR/Vane: Difference between revisions

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(→‎Ultimate One for All: Doesn't work the same as regular shield)
 
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|input=f.L
|input=f.L
|description=
|description=
Vane's other main pressure tool and complement to {{clr|L|c.L}}. Has pretty good range for a f.L, combos into his important tools, but sadly doesn't combo into {{MMC|input=623H|label={{clr|H|623H}}}} so you can't hit confirm his best corner combo. Nothing much to say, it's just a very good normal and is one of his best tools up close, though it finds competition as a poke from Vane's other normals since this isn't his optimal range to be in.
Vane's other main pressure tool and ranged complement to {{clr|L|c.L}}. Has pretty good range for a f.L and combos into {{clr|L|236L}}, but sadly doesn't combo into {{MMC|input=623H|label={{clr|H|623H}}}} so you can't hit confirm his best corner combo. Overall a good normal and is one of his best tools up close, but finds competition as a poke since this isn't his ideal range.
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{{GBVSR Move Card|game=GBVSR
{{GBVSR Move Card|game=GBVSR
|input=f.H
|input=f.H
|description= Alongside {{MMC|input=f.M|label={{clr|M|f.M}}}} and {{MMC|input=2M|label={{clr|M|2M}}}}, this is another good poke in Vane's arsenal but has one big advantage the other two don't, that being more hitstun. It can combo into {{MMC|input=236M|label={{clr|M|236M}}}} and {{MMC|input=623H|label={{clr|H|623H}}}} normally, {{MMC|input=623H|label={{clr|H|623H}}}} mainly being his main corner combo starter which is great, and off counter hit it can combo into {{MMC|input=623M|label={{clr|M|623M}}}} for full midscreen combos without meter.  
|description= Alongside {{MMC|input=f.M|label={{clr|M|f.M}}}} and {{MMC|input=2M|label={{clr|M|2M}}}}, this is another excellent poke in Vane's arsenal. It can combo into {{MMC|input=236M|label={{clr|M|236M}}}} (except for at the very tip) and {{MMC|input=623H|label={{clr|H|623H}}}} normally, and on counter hit it can combo into {{MMC|input=623M|label={{clr|M|623M}}}} for big damage.


Its main problem is just how slower it is, having more start up and recovery than {{MMC|input=2M|label={{clr|M|2M}}}} but is still a great poke overall, and especially useful for crushing the opponent's buttons due to high attack level, giving Vane better conversions than much of the cast.
Its main problem is just how much slower it is to start up and recover than {{MMC|input=2M|label={{clr|M|2M}}}}, giving it competition as a way to control space, but is still a great poke overall.
 
Especially useful for crushing the opponent's buttons due to high attack level in conjunction with spacing traps.
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|input=2U
|input=2U
|description=  
|description=  
*Gives an auto timed {{keyword|safe jump}} on raw hit by simply holding up forward.
*Gives an auto timed {{keyword|safe jump}} on regular hit by simply holding up forward.


A standard Granblue sweep that sees a good bit of use in combos. At midscreen {{clr|U|2U}} will see use after the wall bounce given by {{MMC|input=236U|label={{clr|U|236U}}}}. This allows Vane to cancel into {{MMC|input=623L|label={{clr|L|623L}}}} / {{MMC|input=623H|label={{clr|H|623H}}}} for extra damage and corner carry.
A standard Granblue sweep that sees a good bit of use in combos. At midscreen {{clr|U|2U}} will see use after the wall bounce given by {{MMC|input=236U|label={{clr|U|236U}}}}. This allows Vane to cancel into {{MMC|input=623L|label={{clr|L|623L}}}} / {{MMC|input=623H|label={{clr|H|623H}}}} for extra damage and corner carry.
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|input=MH
|input=MH
|description=
|description=
On raw hit, combo with {{clr|H|c.H}} at point-blank, {{clr|H|f.H}} at medium range, and {{clr|L|66L}} at the very tip.
*Requires a Bravery Point.
*Requires a Bravery Point.
*Guard Crush when hitting an opponent's block, launches on hit.
*Guard Crush when hitting an opponent's block, launches on hit.
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|description=
|description=
;{{clr|L|236L}}
;{{clr|L|236L}}
Vane's main blockstring ender and buffer option from his {{clr|M|M}} normals. Launches opponents too far away on hit to safely chase with {{clr|L|66L}}.
Vane's main blockstring ender and buffer option from his {{clr|M|M}} normals. In the corner, this is Vane's safest special cancel at only -5.
Launches opponents too far away on hit to safely chase with {{clr|L|66L}}, but can provide breathing room to summon One for All.
 
Causes air recovery on normal hit against airborne opponents, and a juggleable state on counter-hit with enough time to connect with {{clr|L|5L}} at least or {{clr|H|2H}} if only the last strike connects.
 
* Opponent can airtech on hit.
* Opponent can airtech on hit.
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Slower than {{clr|L|236L}}, but has more reach and deals more damage. Good buffer from moves like {{clr|H|f.H}} as it will combo on normal hit and is a good autocombo ender on hit.  
Slower than {{clr|L|236L}}, but has more reach and deals more damage. Good buffer from moves like {{clr|H|f.H}} as it will combo on normal hit and is a good autocombo ender on hit.  


While {{clr|L|236L}} is considerably more safe on block, this move has enormous pushback and is much more difficult to spotdodge reliably. The distance it puts Vane from the opponent can be used to set up spacing trap scenarios in tandem with buttons like {{clr|M|2M}} or {{clr|H|f.H}}, so you can get away with using this move more often than its frame data would actually suggest.
While {{clr|L|236L}} is considerably more safe on block, this move has enormous pushback and is much more difficult to spotdodge reliably. The distance it puts Vane from the opponent can be used to set up spacing trap scenarios in tandem with buttons like {{clr|M|2M}} or {{clr|H|f.H}}, so you can get away with using this move more often than its frame data would actually suggest. That said, as it's -8, pushing any button after this provides a 14-frame gap for the opponent to fight back, such as with {{clr|L|66L}}. Due to it not extending a hurtbox until the active frames, can sometimes spacing trap with itself.
* Soft knockdown on hit.
* Soft knockdown on hit.
* Wallbounces in the corner on counterhit.
* Wallbounces in the corner on counterhit.
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;{{clr|H|236H}}
;{{clr|H|236H}}
Vane's only reliable ground-hit combo starter. Combos from all of his normals except for {{clr|L|c.L}} and {{clr|L|2L}}.
Vane's only reliable ground-hit combo starter. Combos from all of his normals except for {{clr|L|c.L}} and {{clr|L|2L}}. As fast as the {{clr|L|L}} version, but as unsafe as the {{clr|M|M}} version. No reason to use this on block, and provides no benefits over {{clr|M|236M}} as a combo ender midscreen, so it's entirely combo filler.
* Soft knockdown on hit.
* Soft knockdown on hit.
* Wallbounces in the corner.
* Wallbounces in the corner.
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|description=* Alternate combo ender and prime combo tool.
|description=* Alternate combo ender and prime combo tool.
* Moves forward quickly.
* Moves forward quickly.
* No invulnerability and slow startup makes it a poor function choice for an anti-air, especially compared to {{clr|H|2H}}, though it may be useful to catch far jumps due to hitting an absurd distance vertically.
* No invulnerability, forward movement, and slow startup makes it a poor general-purpose anti-air, especially compared to {{clr|H|2H}}, though it may be useful to catch far or delayed jumps due to hitting an absurd distance vertically.
The reason Vane's anti-air is so destructive. Vane advances forward and unleashes a pillar of light, knocking the enemy at a shallow vertical angle. It's a poor anti-air on its own, with Vane's normals serving that purpose, instead complementing Wild Beat as a knockdown tool against grounded opponents and combo extender against airborne foes. The {{clr|M|M}} version is key to unlocking his absurd anti-air damage. Egregiously unsafe on block, and poor reward as a frame trap. Don't auto-pilot into this under any circumstances.
The reason Vane's anti-air is so destructive. Vane advances forward and unleashes a pillar of light, knocking the enemy at a shallow vertical angle. It's a poor anti-air on its own, with Vane's normals serving that purpose, instead complementing Wild Beat as a knockdown tool against grounded opponents and combo extender against airborne foes. The {{clr|M|M}} version is key to unlocking his absurd anti-air damage. Egregiously unsafe on block, and poor reward as a frame trap. Don't auto-pilot into this under any circumstances.
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Vane's primary juggle extender.
Vane's primary juggle extender.
* Links into normals on hit in the corner.
* Links into normals on hit in the corner.
* Combos after the third hit of autocombo, heavy normals, or {{clr|U|2U}}.
* Combos after the third hit of autocombo, heavy normals, or mid-air {{clr|U|2U}}.
}}
}}


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* Air blockable.
* Air blockable.
Neutral/Oppression in a can. Vane swings his weapon nearly full-screen, striking a tremendous area in front of him. All versions knock down on hit, providing time to set up One for All or other oki.
Neutral/Oppression in a can. Vane swings his weapon nearly full-screen, striking a tremendous area in front of him. All versions knock down on hit, providing time to set up One for All or other oki.
When used in the air, Vane does a short hop before coming down with a tremendously big shockwave. As an anti-anti-air, leaves something to be desired, as the extra forward momentum can cause you to sail ''over'' the opponent. Not plus on block.
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The grounded {{clr|L|L}} version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block. Its massive range means it's liable to snipe opponents carelessly jumping in, trying to {{clr|L|66L}}, or really do anything from far away except block. When covered by One for All, this can let Vane contest most of the screen while nullifying the opponent's attempts to fight back.
The grounded {{clr|L|L}} version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block. Its massive range means it's liable to snipe opponents carelessly jumping in, trying to {{clr|L|66L}}, or really do anything from far away except block. When covered by One for All, this can let Vane contest most of the screen while nullifying the opponent's attempts to fight back.
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If Vane uses this twice in a row, there's a 30 frame gap for the opponent to maneuver around it by rolling, superjumping, dash blocking, and so on. Don't use it carelessly.
If Vane uses this twice in a row, there's a 30 frame gap for the opponent to maneuver around it by rolling, superjumping, dash blocking, and so on. Don't use it carelessly.


The aerial version moves him upward briefly and kills his horizontal momentum before coming down with a shockwave. Change your jump trajectory on the fly to reposition, or as an anti-anti-air.
The aerial version moves him upward briefly and kills his horizontal momentum before coming down with a shockwave. Change your jump trajectory on the fly to reposition.
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The grounded {{clr|M|M}} version has Vane hop towards the opponent before creating a far-reaching shockwave, which combined with the hop lets the move hit from fullscreen. Can hop over low-to-the-ground strikes and fireballs; being airborne, it also functions as an unsafe throw bait with excellent reward on hit, especially in the corner where it leads to very high damage. Also finds use as an anti-air conversion tool off of counter-hit {{clr|H|2H}}. Versatile overall, just don't abuse it.
The grounded {{clr|M|M}} version has Vane hop towards the opponent before creating a far-reaching shockwave, which combined with the hop lets the move hit from fullscreen. Can hop over low-to-the-ground strikes and fireballs; being airborne, it also functions as an unsafe throw bait with excellent reward on hit, especially in the corner where it leads to very high damage. Also finds use as an anti-air conversion tool off of counter-hit {{clr|H|2H}}. Versatile overall, just don't abuse it.


The aerial version functions the same as the aerial {{clr|L|L}} version, but gives him some forward momentum.  
The aerial version functions the same as the aerial {{clr|L|L}} version, but gives him some forward momentum. This extra movement can be a blessing, letting him close the gap easier, or a curse, foiling your anti-anti-airs by landing behind the opponent.
*Some characters cannot punish this move reliably due to poor frame data, allowing it to be used much more liberally thanks to the increased safety.  
*Some characters cannot punish this move reliably due to poor frame data, allowing it to be used much more liberally thanks to the increased safety.  
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|description=* Each version can absorb 1 hit before shattering.
|description=* Each version can absorb 1 hit before shattering.
* Button strength determines distance the shield is placed at, and how fast it appears.
* Button strength determines distance the shield is placed at, and how fast it appears.
* Will be placed off-screen when closed to the corner.
* Will be placed off-screen when close to the corner.
* Opponent can cancel when hitting the shield.
* Opponent can cancel when hitting the shield.
* The shield changes colour depending on which side Vane is on. P1 gets a gold shield, P2 gets a blue one.
* The shield changes colour depending on which side Vane is on. P1 gets a gold shield, P2 gets a blue one.
You now control neutral. Summons a shield in front of Vane that absorbs a strike or projectile before shattering, with the button pressed determining the positioning. Use this to wall out projectiles, stuff big buttons, cover yourself while you use your own big buttons, to stuff one-hit DPs on oki - the world's your oyster.  
* Does not nullify Skybound Arts.
You now control neutral. Summons a shield in front of Vane that absorbs a strike or projectile before shattering, with the button pressed determining the positioning. Use this to wall out projectiles, stuff big buttons, cover yourself while you use your own big buttons, to stuff one-hit DPs on oki - the world's your oyster. If a strike overlaps Vane and the shield simultaneously, the shield will break and Vane will be unharmed.
 
Only absorbs one hit no matter what, so will cleanly lose to multi-hit fireballs.  Advancing attacks that only activate their hitbox when close to Vane, such as Soriz's {{clr|M|236M}}, will also travel through without breaking it. While you may feel invincible while it's active, be aware it's not an end-all win neutral tool. You still have to play the game.
 
When summoning the One for All while it's already on-screen, the on-screen shield will break immediately before being re-summoned where Vane pleases. This can leave an exploitable gap if attempting to keep a solid wall.
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The {{clr|L|L}} version summons the shield about one character length away from Vane. Shield appears quickly, but Vane recovers slower.
The {{clr|L|L}} version summons the shield about one character length away from Vane. Shield appears quickly, but Vane recovers slower.
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{{GBVSR Move Card|game=GBVSR
{{GBVSR Move Card|game=GBVSR
|input=22U
|input=22U
|description= Summons a shield in front of Vane that absorbs strikes and projectiles before shattering; it can absorb up to 3 hits before it breaksThis shield also functions as a 3-hit projectile and can be used to meaty opponents' wakeups, to extend pressure, or to start and extend combos.  This is also one of Vane's few attacks that is plus on block.
|description= Summons a shield with a hitbox in front of Vane.  Unlike the non-ultimate forms of this move, Ultimate One for All does not actually absorb strikes and instead functions more like a floating 3-hit projectile.  As an ultimate fireball, it has an unlimited amount of durability and will only go away after either its time limit has passed or it has hit something with its hitbox 3 timesBeing a 3-hit projectile, it can be used to meaty opponents' wakeups, to extend pressure, or to start and extend combos.  This is also one of Vane's few attacks that is plus on block.


}}
}}

Latest revision as of 00:08, 28 April 2024

Overview

Overview

Vane is a straightforward, space-controlling character who bullies the opponent into reckless mistakes with his powerful, far-reaching blows.

While his normals aren't anything to sneeze at, the core of Vane's kit lies in his gigantic Energy Destruction swing and defensive One for All aegis; dominating the ground game by nullifying strikes and turning most of the screen into a hitbox forces the opponent to move around his buttons. Once he's worn down their patience and convinced them to jump, Vane posseses one of the best anti-airs in the entire cast with 2HGBVSR Vane 2H.pngGuardMidStartup11Recovery25Advantage-13, a wide-arcing move that leads to devastating damage and corner carry even on normal hit. The opponent has to play Vane's game if they want to get in, and the odds aren't in their favor.

Of course, Vane's no slouch up-close either. 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 is a fast and confirmable mid that contests the mid-range, f.HGBVSR Vane fH.pngGuardMidStartup10Recovery21Advantage-10 has fantastic reach and great priority, and f.LGBVSR Vane fL.pngGuardMidStartup6Recovery9Advantage+1 lets him confirm a knockdown off any light - and if pressured, Vane can endure the opponent's offense with the unlimited-guard-point BreakthroughGBVSR Vane 5U.pngGuardMidStartup25 [51]Recovery18Advantage-5 to swing the damage right back at them. Once he's cornered the opponent, flexible combo structure lets him weave whichever cooldowns he needs in for absolute round-ending damage.

However, he's not without faults. Vane is slow and committal, lacks a meterless reversal, and struggles in matchups where he can't catch the opponent or find time to deploy One for All. While his anti-air damage is tremendous anywhere on screen, his grounded mid-screen damage is poor without meter. All of this combined means Vane has to play a slower game than some of the cast, and is prone to being run circles around.

If you're looking to feast on your opponent's mistakes and dish them back tenfold, let Vane cook you up a victory worthy of a true Dragon Knight.
Vane
GBVSR Vane Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Vane is a character who controls neutral with his strong specials and capitalizes off the opponent's reckless actions.

Pros
Cons
  • Superb Anti-Air Reward: Vane can combo his 2H into 623M, even on normal hit, for meterless combo extensions midscreen. On CH, he can combo 2H into 214M for even more damaging combos midscreen. Paired with 2H being a tremendously effective anti-air normal, Vane can turn any of the opponent's jumps into deleting 40-60% of their health bar for no resource investment.
  • Flexible Corner Combos: Vane can convert into his combo structure off of most of his specials and cycles his cooldowns quickly, letting him cash in for big damage no matter how he got there.
  • Great pokes: Vane has some very good pokes with 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 and f.HGBVSR Vane fH.pngGuardMidStartup10Recovery21Advantage-10 being standout highlights. His other buttons still have decent range, too, and the ones that lack range make up for it with good frame data.
  • One For All: Vane can deploy a shield which nullifies one strike or projectile while letting him act independently. This can single-handedly win fireball wars, stop 66L in its tracks, eat wakeup reversals, and more! Vane can hide behind it, use it to cover his own approach, or stuff the opponent's neutral with it. Matchups live and die by whether they can manage One for All.
  • Lacking Meterless Reversals: Vane's only reversals are 623U and his Skybound Arts, so he will not have any available without meter.
  • Few Plus Frames: Being the only character in the game without any EX moves that are plus on block, Vane must use lights, 214U, or 22U if he wants to score frame advantage on block.
  • Basic midscreen damage: While he has ways of getting good midscreen damage, his basic damage without a counter hit, meter, or anti air is poor.
  • The shield isn't impenetrable: In the right matchups, One For All makes offense much more difficult for Vane's foe. In matchups where the opponent can easily navigate around or destroy the aegis, Vane is effectively short one special move for the duration of the game.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

A standard Granblue c.L and Vane's main pressure tool. Having a negative c.M, Vane relies on his lights for pressure.

Links into:
Standing: c.L, f.L, 2L, c.M, 2M, 2U, c.H[ch], f.H[ch]
Crouching: f.M, 2H[ch]

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 7 3 15 -3 +1

More negative than average, limiting its utility as a pressure tool and relegating this normal to combo filler or blockstring filler with Autocombos. However, as combo filler, it is exceptional, and essential to unlocking Vane's highest damage combos, as his combo structure generally relies on height and c.H is too slow in many cases.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 10 6 21 -8 -4

Highly negative on block and doesn't frame trap when used after c.L. Another normal primarily for combos and autocombo blockstrings, but deals high damage for that purpose.

To compensate, it is an absolutely terrific starter and has a bizarrely massive activation range, allowing it to be used in shimmy setups.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 700 Low 12 3 16 -4 KD(+30)
c.XX6H 700 High 18 3 22 -4 +1
c.XX
  • Second hit of a Triple Attack.

c.XXX

Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos.


c.XX6M
  • Low Triple Attack ender.

c.XX6H
  • Overhead Triple Attack ender.
  • Can be used as a combo ender on a launched opponent if nothing else is available.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 5

Vane's other main pressure tool and ranged complement to c.L. Has pretty good range for a f.L and combos into 236L, but sadly doesn't combo into 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 so you can't hit confirm his best corner combo. Overall a good normal and is one of his best tools up close, but finds competition as a poke since this isn't his ideal range.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 9 3 18 -6 -2

A decent mid poke that has slightly more range than 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 at the cost of being a bit slower, having slightly more recovery, and 2 less active frames. It's a solid normal, but slightly outshined by 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 if the extra range isn't needed. It is, however, quite good for creating spacing traps in tandem with special cancels, or simply when not cancelling the move itself, due to its relative range and only being -6 on block.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 10 6 21 -10 -6

Alongside f.MGBVSR Vane fM.pngGuardMidStartup9Recovery18Advantage-6 and 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5, this is another excellent poke in Vane's arsenal. It can combo into 236MGBVSR Vane 236X.pngGuardMidStartup19Recovery22Advantage-8 (except for at the very tip) and 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 normally, and on counter hit it can combo into 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 for big damage.

Its main problem is just how much slower it is to start up and recover than 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5, giving it competition as a way to control space, but is still a great poke overall.

Especially useful for crushing the opponent's buttons due to high attack level in conjunction with spacing traps.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

Good range, hits low, and is important to Vane's stagger pressure game. Is his only low outside of 2UGBVSR Vane 2U.pngGuardLowStartup7Recovery25Advantage-13 so using it along with f.LGBVSR Vane fL.pngGuardMidStartup6Recovery9Advantage+1 and 66LGBVSR Vane 66L.pngGuardMidStartup8Recovery10Advantage+2 makes for solid pressure.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 5 15 -5 -1

Vane's best poke in neutral, good range, fast, active for a while, not too much recovery, and is very good at stopping peoples approaches. While it has slightly less range than f.MGBVSR Vane fM.pngGuardMidStartup9Recovery18Advantage-6 the slightly better frame data is more than enough to use this more. Using this while standing right behind One for All is very annoying to deal with, and since it combos into Wild Beat it leads right back into the same situation of standing behind the shield and stopping their dash attack. Very good normal, remember to use this move.

  • Useful for checking 66Ls thanks to its reach, active frames, and speed.
  • Its low hitbox makes it a useful counterpoke in general, since it will go clean under many moves with similar range and hit the opponent out of them.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 5 25 -13 -9
  • Vane's primary anti-air A grounded attack that hits the opponent out of the air normal.
  • Hits pretty much in a 90° arc in front of and above Vane.
  • Excellent at catching extended hurtboxes, making it feel wider than it is.

Vane's reward off of an anti-air A grounded attack that hits the opponent out of the air is extremely high by Granblue standards. After a successful anti-air A grounded attack that hits the opponent out of the air 2H (Normal or CH) Vane can combo into 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 for extended combos that easily break 4K or higher based on his resources/cooldowns. The only time 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 will whiff is if the opponent is directly behind Vane. In these cases it's better to opt for using 214LGBVSR Vane 214X.pngGuardMidStartup24Recovery27Advantage-6 or 214HGBVSR Vane 214X.pngGuardMidStartup21Recovery25Advantage-4 instead. On CH, 2H can also combo into 214MGBVSR Vane 214X.pngGuardMidStartup34Recovery27Advantage-6 , which may be necessary for consistency reasons since 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 tends to whiff from counterhit slowdown.

2H also functions as a solid combo tool thanks to the launch and extra untech time it gives when hitting an airborne opponent. This allows Vane to end combos with things like 2H > 214LGBVSR Vane 214X.pngGuardMidStartup24Recovery27Advantage-6 or even extend them further with 2H > 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 . In optimal combo routes, 2H > 214HGBVSR Vane 214X.pngGuardMidStartup21Recovery25Advantage-4 is essential to allow Vane to link a super afterwards, squeezing out the most damage possible.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 7 3 25 -13 HKD
  • Gives an auto timed safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. on regular hit by simply holding up forward.

A standard Granblue sweep that sees a good bit of use in combos. At midscreen 2U will see use after the wall bounce given by 236UGBVSR Vane 236U.pngGuardMidStartup15Recovery20Advantage-6 . This allows Vane to cancel into 623LGBVSR Vane 623X.pngGuardMidStartup15Recovery27Advantage-14 / 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 for extra damage and corner carry.

Meanwhile in the corner 2U can be linked after the mini wallbounce 236HGBVSR Vane 236X.pngGuardMidStartup15Recovery22Advantage-8 gives, or 214MGBVSR Vane 214X.pngGuardMidStartup34Recovery27Advantage-6 if the move didn't land as a counterhit. This will usually be canceled into 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 or Raging Strike for a combo extension.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6
  • Add 5 frames of recovery on whiff

A fairly generic 66L with decent range. This move is a little less rewarding for Vane than average due to his c.M being too slow to combo from it on standing opponents, but it's nonetheless a useful pressure tool and gap closer that will see a lot of use in matchups where Vane has to play the aggressor.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 21 -8 KD (+24)

A solid, albeit situational move. It has solid range, if spaced correctly it's hard to punish, but it honestly isn't all too used mainly since Vane isn't really the type to run in and try to run crazy offense. On that note however just throwing it out is a good way to catch the opponent off guard. It's good, just doesn't do much that's special.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800x3 Mid 13 4(14)4(14)4 21 -6 KD(+32)
  • Situational advancing three-hit poke and combo ender.
  • Can link c.M or even c.H in the corner if the opponent is high enough in the air.

Vane swings his halberd three times, moving a great distance; from full-screen, this move will put Vane about one-character length away. While not used as a big damage punish starter like other character's 66Hs, Vane's 66H sees use as a solid combo ender in situations where other cooldowns aren't available or Vane wants to save them for later, though this requires the opponent to be very high up such as after a high-hit 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 .

Punishing this move can also be quite tricky; due to the pushback on block and only being -6, this move can be almost completely safe if spaced properly, lending itself well to enabling a spacing trap with 2M. If not, you've just put yourself -6 in c.L distance, so use with caution.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High/Air 5 Until L 1
  • Active until Vane lands.
  • Can hit crossup at very specific positions.


Vane's fastest aerial at 5 frames of startup. Thanks to it's rather low hitting hitbox j.L can also hit standing characters while rising. This means it can be used as a fuzzy overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking. vs some characters. These fuzzy setups are usually done in the corner when the opponent is blocking 22UGBVSR Vane 22U.pngGuardAllStartup14RecoveryTotal 45Advantage+6 on their wake-up.

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 7 6 L+1
  • Immediately halts Vane's air momentum and launches him backwards.

An interesting normal which can be used to complement the air version of Energy Destruction and make Vane's air movement more difficult to predict. As an air-to-air, it has a key advantage over Vane's other air normals, that being that it combos very consistently to j.214LGBVSR Vane j214X.pngGuardAllStartup32~43Recovery26Advantage-6 or j.214MGBVSR Vane j214X.pngGuardAllStartup32~43Recovery26Advantage-6 due to its blowback, giving Vane a bit more damage and pushing the opponent further away.


Unique Action

Breakthrough

5U (Hold OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 1000 Mid 25 [51] 6 18 -5 +4 3~18 [3~44] Armor
  • Unlimited hits of guard point while held.
  • Gimmicky reversal and anti-mash tool.
  • Damage increases as Vane eats hits.

Vane charges a gigantic strike to the head. While holding 5U, Vane will absorb all incoming attacks, including Super Skybound Arts, with no upper limit on how many hits he endures. Vane gains no damage reduction - you're eating all the damage, no way around it. Unblockables will plow right through Vane's defense and hit him normally, but otherwise he absorbs all strikes and projectiles.

Breakthrough does exactly as much damage as he absorbs with the guard point, or a minimum of 1000. The strike itself has no armor. If the attack whiffs or is interrupted, the damage bonus is lost, so be damn sure you're going to connect with this.

Unsafe point-blank.

It's not the best since the opponent can spot dodge if they notice it, the strike itself has no armor, and it's vulnerable to throws, but it can be devastating if you tank enough damage and the mental damage is unparalleled.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 HKD(+44)

Both throws give an autotimed safejump by holding up-forward. Vane gets a lot of use out of this, as he can use it to condition opponents into attempting to tech a throw, where 214MGBVSR Vane 214X.pngGuardMidStartup34Recovery27Advantage-6 will beat this and net you a highly damaging combo.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Unblockable 28 1 37 Guard Crush -

On raw hit, combo with c.H at point-blank, f.H at medium range, and 66L at the very tip.

  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Skills

Wild Beat

GBVS Flurry.png 236L/M/H or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 400, 200×3 Mid 15 13 19 -5 +23
236M 400, 150×6 Mid 19 25 22 -8 KD (+30)
236H 600, 300×3 Mid 15 13 22 -8 KD (+30)
236L

Vane's main blockstring ender and buffer option from his M normals. In the corner, this is Vane's safest special cancel at only -5. Launches opponents too far away on hit to safely chase with 66L, but can provide breathing room to summon One for All.

Causes air recovery on normal hit against airborne opponents, and a juggleable state on counter-hit with enough time to connect with 5L at least or 2H if only the last strike connects.

  • Opponent can airtech on hit.

236M

Slower than 236L, but has more reach and deals more damage. Good buffer from moves like f.H as it will combo on normal hit and is a good autocombo ender on hit.

While 236L is considerably more safe on block, this move has enormous pushback and is much more difficult to spotdodge reliably. The distance it puts Vane from the opponent can be used to set up spacing trap scenarios in tandem with buttons like 2M or f.H, so you can get away with using this move more often than its frame data would actually suggest. That said, as it's -8, pushing any button after this provides a 14-frame gap for the opponent to fight back, such as with 66L. Due to it not extending a hurtbox until the active frames, can sometimes spacing trap with itself.

  • Soft knockdown on hit.
  • Wallbounces in the corner on counterhit.

236H

Vane's only reliable ground-hit combo starter. Combos from all of his normals except for c.L and 2L. As fast as the L version, but as unsafe as the M version. No reason to use this on block, and provides no benefits over 236M as a combo ender midscreen, so it's entirely combo filler.

  • Soft knockdown on hit.
  • Wallbounces in the corner.

Arm Destruction

GBVS Uppunch.png 623L/M/H or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1300 Mid 15 6 27 -14 KD(+32)
623M 1800 Mid 25 6 37 -24 KD(+42)
623H 1800 Mid 20 7 28 -15 KD(+41)
  • Alternate combo ender and prime combo tool.
  • Moves forward quickly.
  • No invulnerability, forward movement, and slow startup makes it a poor general-purpose anti-air, especially compared to 2H, though it may be useful to catch far or delayed jumps due to hitting an absurd distance vertically.

The reason Vane's anti-air is so destructive. Vane advances forward and unleashes a pillar of light, knocking the enemy at a shallow vertical angle. It's a poor anti-air on its own, with Vane's normals serving that purpose, instead complementing Wild Beat as a knockdown tool against grounded opponents and combo extender against airborne foes. The M version is key to unlocking his absurd anti-air damage. Egregiously unsafe on block, and poor reward as a frame trap. Don't auto-pilot into this under any circumstances.


623L

Same speed as 236L, but much more unsafe on block. If 236X is on cooldown, Vane can use this instead to convert into knockdowns.

  • Forces airtech on hit.

623M

Primarily used in punish and counterhit combos. Requires air hit 2H or ground CH H normals to combo, but can be comboed after for huge damage.

  • Links into normals on hit.
  • Can only be used once per combo; if Vane does 623M again, it will cause a tumble state that launches far too low to pick up after. No ridiculous juggle combos for you.
  • Has hilarious counterhit reward, but difficult to justify with how slow and unsafe it is.

623H

Vane's primary juggle extender.

  • Links into normals on hit in the corner.
  • Combos after the third hit of autocombo, heavy normals, or mid-air 2U.

Energy Destruction

GBVS Strike.png 214L/M/H (Air OK) or 4S (Air OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1600 Mid 24 6 27 -6 KD(+29)
214M 1800 Mid 34 6 27 -6 KD(+39)
214H 2400 Mid 21 6 25 -4 KD(+41)
j.214L 1400 All 32~43 3 26 -6 KD(+29)
j.214M 1500 All 32~43 3 26 -6
j.214H 2000 All 25 3 22 -2 KD(+31)
  • Humongous range.
  • Slow, but rewarding on hit.
  • Versatile as both a pressure and neutral tool.
  • Cannot combo after the aerial versions.
  • Air blockable.

Neutral/Oppression in a can. Vane swings his weapon nearly full-screen, striking a tremendous area in front of him. All versions knock down on hit, providing time to set up One for All or other oki.

When used in the air, Vane does a short hop before coming down with a tremendously big shockwave. As an anti-anti-air, leaves something to be desired, as the extra forward momentum can cause you to sail over the opponent. Not plus on block.


The grounded L version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block. Its massive range means it's liable to snipe opponents carelessly jumping in, trying to 66L, or really do anything from far away except block. When covered by One for All, this can let Vane contest most of the screen while nullifying the opponent's attempts to fight back.

If Vane uses this twice in a row, there's a 30 frame gap for the opponent to maneuver around it by rolling, superjumping, dash blocking, and so on. Don't use it carelessly.

The aerial version moves him upward briefly and kills his horizontal momentum before coming down with a shockwave. Change your jump trajectory on the fly to reposition.


The grounded M version has Vane hop towards the opponent before creating a far-reaching shockwave, which combined with the hop lets the move hit from fullscreen. Can hop over low-to-the-ground strikes and fireballs; being airborne, it also functions as an unsafe throw bait with excellent reward on hit, especially in the corner where it leads to very high damage. Also finds use as an anti-air conversion tool off of counter-hit 2H. Versatile overall, just don't abuse it.

The aerial version functions the same as the aerial L version, but gives him some forward momentum. This extra movement can be a blessing, letting him close the gap easier, or a curse, foiling your anti-anti-airs by landing behind the opponent.

  • Some characters cannot punish this move reliably due to poor frame data, allowing it to be used much more liberally thanks to the increased safety.

The H version looks similar to the L version but is faster and ground bounces on hit, allowing for combo extensions. Not plus on block, limiting its use in pressure, but the three frames fewer of startup can allow it to snipe opponents that Vane might otherwise miss with the L version. Usually not worth it except for round-end scenarios.

The aerial version gives him the standard upward hop, but otherwise retains Vane's horizontal momentum. This makes it the only version, Ult included, that lets him drop the shockwave while retreating.

  • The ground bounce gives significant time to follow up. Even if done from c.H, Vane can at least follow up with a 2H, while in other cases it's even possible to link a super after it.

One for All

GBVS Trap.png 22L/M/H or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 23 total 49
22M 35 Total 49
22H 23 Total 40
  • Each version can absorb 1 hit before shattering.
  • Button strength determines distance the shield is placed at, and how fast it appears.
  • Will be placed off-screen when close to the corner.
  • Opponent can cancel when hitting the shield.
  • The shield changes colour depending on which side Vane is on. P1 gets a gold shield, P2 gets a blue one.
  • Does not nullify Skybound Arts.

You now control neutral. Summons a shield in front of Vane that absorbs a strike or projectile before shattering, with the button pressed determining the positioning. Use this to wall out projectiles, stuff big buttons, cover yourself while you use your own big buttons, to stuff one-hit DPs on oki - the world's your oyster. If a strike overlaps Vane and the shield simultaneously, the shield will break and Vane will be unharmed.

Only absorbs one hit no matter what, so will cleanly lose to multi-hit fireballs. Advancing attacks that only activate their hitbox when close to Vane, such as Soriz's 236M, will also travel through without breaking it. While you may feel invincible while it's active, be aware it's not an end-all win neutral tool. You still have to play the game.

When summoning the One for All while it's already on-screen, the on-screen shield will break immediately before being re-summoned where Vane pleases. This can leave an exploitable gap if attempting to keep a solid wall.


The L version summons the shield about one character length away from Vane. Shield appears quickly, but Vane recovers slower.


The M version summons the shield about two character lengths away from Vane. Shield appears slowest, but Vane recovers quickly.


The H summons the shield about three character lengths away from Vane. Summons as fast as the L version and recovers as quickly as the M version, making if the quickest overall. The shield is unchanged.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L
22M
22H 420F after 3F

22L:

  • Maximum shield lifetime 180F.
  • Vane is in Counter Hit state frames 1-40.


22M:

  • Maximum shield lifetime 180F.
  • Vane is in Counter Hit state frames 1-40.


22H:

  • Maximum shield lifetime 180F.
  • Vane is in Counter Hit state frames 1-40.


Ultimate Skills


Ultimate Wild Beat

236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
200×7,1000 Mid 15 25 20 -6 HKD (+63)
  • Wallbounces opponents regardless of screen position.

Vane's primary source of damage midscreen against grounded opponents. The wallbounce allows him to continue a combo where otherwise he might have to end on 236M, most commonly with f.H > 623L for a knockdown. Higher reward the closer Vane is to the corner, with closer hits letting him extend the combo via 2U > 623H instead.

Vane has better uses of meter in neutral, relegating this to a combo tool only. An overall fine use of meter.

Ultimate Arm Destruction

623U or 6S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1800, 200 Mid 8 10 45 -36 HKD (+44) 1-?? Full

Vane's Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., and only invulnerable reversal other than his Skybound Arts. While functional as an anti-air, Vane has better options that don't spend 50 meter.

Upon connecting with the cinematic hit, superjump j.H is an auto-timed safejump. If the non-cinematic hit connects against a grounded opponent, jump-forward j.H safejumps instead.

Ultimate Energy Destruction

214U (Air OK) or 4S+U (Air OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 3000 All 20 6 19 +4 HKD
j.214U 2800 All 17~28 3 22 +2 HKD (+57)

Massive swing that ground bounces on hit, allowing for combo extensions. This is also one of Vane's few attacks that is plus on block. You can throw it out in response to the opponent doing just about anything, slapping them with 3k damage and a hard knockdown that lets Vane set up or make his way in, but keep in mind that it's very easy to spotdodge on reaction if they haven't committed to anything.

The air variant stalls Vane briefly and then descends with a large slam that gives a HKD on hit and is plus on block, making it very good for baiting throws. The only version of the move that can combo after on counterhit, namely with 2U which leads to great damage near or in the corner. Excellent move; use and abuse.

Ultimate One for All

22U or 2S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×2, 600 All 14 86 Total 45 +6 +10

Summons a shield with a hitbox in front of Vane. Unlike the non-ultimate forms of this move, Ultimate One for All does not actually absorb strikes and instead functions more like a floating 3-hit projectile. As an ultimate fireball, it has an unlimited amount of durability and will only go away after either its time limit has passed or it has hit something with its hitbox 3 times. Being a 3-hit projectile, it can be used to meaty opponents' wakeups, to extend pressure, or to start and extend combos. This is also one of Vane's few attacks that is plus on block.

Skybound Art

Loewenbein: Jagd

236236H or 236S or Throw+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500, 500×6 Mid, All 14 3(6)16~30 27 -26 HKD (+44) 1-?? Full

Unleashes a massive shockwave that pushes the opponent into Vane's ideal range when blocked. Though -26, the immense pushback means block punishes are difficult and unlikely to threaten Vane.

Incredibly unsafe when spotdodged, and can be dodged post-flash.

Too slow to reliably be used against projectiles. Overall a decent super; good damage, easy to combo into, and even contains a knowledge check!

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Vane during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.


Super Skybound Art

Ausbruch Schlag

236236U or 236S+U or Throw+S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2400, 3600 Mid 13 3 40 -24 HKD (+44) 1-?? Full

Vane fires himself up and sends the opponent blasting off again. Great vertical range, but slow start-up and short horizontal range. The cinematic sweet spot is up to about one character-length away from Vane. Overall, a typical SSBA, but especially scary in comparison due to Vane's extreme corner damage for a Granblue character.

The non-cinematic hit sends the opponent quite far, letting Vane set up One for All afterwards and control the neutral.

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Vane during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed close hit/base damage assumes a 20% increase due to Bravery Penalty.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Vane Color 01.png
GBVSR Vane Color 02.png
GBVSR Vane Color 03.png
GBVSR Vane Color 04.png
GBVSR Vane Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Vane Color 06.png
GBVSR Vane Color 07.png
GBVSR Vane Color 08.png
GBVSR Vane Color 09.png
GBVSR Vane Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Vane Color 11.png
GBVSR Vane Color 12.png
GBVSR Vane Color 13.png
GBVSR Vane Color 14.png
GBVSR Vane Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Vane Color 16.png
GBVSR Vane Color 17.png
GBVSR Vane Color 18.png
GBVSR Vane Color 19.png
GBVSR Vane Color 20.png
Color 21
EX
GBVSR Vane Color 21.png
GBVSR Vane Color EX.png
Weapons
01
02
03
04
GBVSR Vane Weapon 01.png
GBVSR Vane Weapon 02.png
GBVSR Vane Weapon 03.png
GBVSR Vane Weapon 04.png
05
06
07
08
GBVSR Vane Weapon 05.png
GBVSR Vane Weapon 06.png
GBVSR Vane Weapon 07.png
GBVSR Vane Weapon 08.png
09
10
GBVSR Vane Weapon 09.png
GBVSR Vane Weapon 10.png


Navigation

 Vane
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