GBVSR/Vane: Difference between revisions

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|input=214L,214M,214H,j.214L,j.214M,j.214H
|input=214L,214M,214H,j.214L,j.214M,j.214H
|versioned=input
|versioned=input
|description=Giant swing. Slow, but reaches far. All versions knock down on hit, providing time to set up One for All or other oki.
|description=Neutral/Oppresion in a can. Slow, but reaches far. All versions knock down on hit, providing time to set up One for All or other oki.


The {{clr|L|L}} version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block.
The {{clr|L|L}} version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block.

Revision as of 23:48, 11 April 2024

Overview

Overview

Vane is a straightforward, neutral based character who conditions the opponent until he gets what he wants, mainly being a jump in. While his buttons from afar while solid are nothing too special, besides 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 which is a very good normal that's fast and goes decently far, he makes up for it with Energy Destruction, a large slash that covers about half the screen, and One for All, a shield that absorbs incoming attacks. Good usage of both tools makes it hard for the opponent to approach and once they try getting in with a jump in, Vane's damage shines. He has some of, if not the best damage off anti airs in the entire cast with 2HGBVSR Vane 2H.pngGuardMidStartup11Recovery25Advantage-13 since it's a wide hitting move that has enough hitstun to combo into 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 without counter hit, and along with Arm Destruction, a pillar of light that goes very high, Vane has some of the best anti airs in the game. In the corner as well his damage is pretty good, since 236HGBVSR Vane 236X.pngGuardMidStartup15Recovery22Advantage-8 and 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 both launch the opponent to lead into combos that can deal good damage, which leads into shield okizeme that makes it so the opponent cant mash and have to deal with Vane's long range pressure which is solid, especially since Wild Beat is a strong tool to use in pressure, and in the corner counter hit 236MGBVSR Vane 236X.pngGuardMidStartup19Recovery22Advantage-8 leads to a full combo can once again and deal good damage.

However, he's not without faults, his only reversal is metered meaning he has weaker defense than others, especially since his supers are on the slower side of the cast, his midscreen damage without a counter hit or meter is poor, he has less plus frames than most with only 2 moves that aren't universally plus on block, 214UGBVSR Vane 214U.pngGuardAllStartup20Recovery19Advantage+4 and 22UGBVSR Vane 22U.pngGuardAllStartup14RecoveryTotal 45Advantage+6 , which both cost meter, and his neutral is good but has drawbacks, mainly One for All since while it's very strong, in the right matchups it can be pretty much worthless, mainly against zoners who play neutral better then Vane.

If you're looking for a fun, easy to understand neutral based character, then Daddy Vane is the one for you.
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
  • Great Anti-Air Confirms: 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.
  • Flexible Corner Combos: Each of Vane's specials has at least one variant that can extend combos in the corner. Even if some of them are on cooldown, he will usually have one on hand to score some extra damage in the corner.
  • Great pokes: Vane has some very good pokes with 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 and f.HGBVSR Vane fH.pngGuardMidStartup10Recovery21Advantage-10 being stand out highlights and his other buttons still have pretty decent range, and if the range isn't that great they make up for it with good frame data.
  • One For All: A very strong neutral tool that's hard to get around if used well, it can lead to free punishes, very good oki in the corner, especially with 22UGBVSR Vane 22U.pngGuardAllStartup14RecoveryTotal 45Advantage+6 , and is Vane's best way of controlling neutral.
  • 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 is a very strong tool that's hard to get around, in the wrong matchups it's kind of worthless, mainly against characters with better neutral than Vane or characters with multi hit projectiles that break it instantly.

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, c.H, f.H, 2H[ch]

c.M

c.H

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 complement to c.L. Has pretty good range for a f.L, combos into his important tools, but sadly doesn't combo into 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 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.

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 just kinda of outshined by 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 even with the slightly bigger range.

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

Along side f.MGBVSR Vane fM.pngGuardMidStartup9Recovery18Advantage-6 and 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 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 236MGBVSR Vane 236X.pngGuardMidStartup19Recovery22Advantage-8 and 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 normally, 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 mainly being his main corner combo starter which is great, and off counter hit it can combo into 623MGBVSR Vane 623X.pngGuardMidStartup25Recovery37Advantage-24 for full midscreen combos without meter. It's main problem is just how slower it is having more start up and recovery than 2MGBVSR Vane 2M.pngGuardMidStartup8Recovery15Advantage-5 but is still a great poke overall.

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.

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 180° arc around Vane.

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 for more high-damage combos.

2H also functions as a solid combo tool thanks to the extra untech time it gives when hitting an in air 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

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 raw 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. This will usually be canceled into 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 or Raging Strike for a combo extension.

Dash Normals

66L

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 "poke" and combo ender.
  • Can link a c.L in the corner if opponent is high enough in the air.

While not used as a big damage punisher like other character's 66Hs. Vane's 66H actually sees use as a solid combo ender in situations where other cooldowns aren't available/Vane wants to save them for later. Specifically during combos where 623HGBVSR Vane 623X.pngGuardMidStartup20Recovery28Advantage-15 has launched an already in air opponent high in the air and rather close to Vane. During this situation Vane can link a 66H to get good corner carry and a grip of damage still.

Punishing this move can also be quite tricky. Thanks to both the pushback on block and it only being -6 . Unless badly spaced to where Vane ends inside far L distance, it is usually safe.

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


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

Vane charges a gigantic strike to the head. Not an overhead, and minus even when fully charged, but good at disincentivizing mashing.

While holding 5U, Vane will armor through all incoming attacks - including Super Skybound Arts - with no upper limit on how many hits he endures. The strike's damage increases the more damage he absorbs this way.

It's not the best since the opponent can spot dodge if they notice you're doing it but it can be devastating if you tank enough hits.


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

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. Launches opponents too far away on hit to safely chase with 66L.

  • 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. Use 236L on block.

  • 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.

  • 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)
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.

623H

Vane's primary juggle extender.

  • Links into normals on hit in the corner.

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)

Neutral/Oppresion in a can. Slow, but reaches far. All versions knock down on hit, providing time to set up One for All or other oki.

The L version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block.

The M version has Vane hop towards the opponent before creating a fear-reaching shockwave. Can hop over low-to-the-ground strikes and fireballs as well as throws.

The H version looks similar to the L version but is faster and ground bounces on hit, allowing for combo extensions.

The air variants allow Vane to also control his air momentum. The air L version moves slightly forwards in the air. The air M version moves forward further than the air L version. The air H preserves his current air momentum and is good for baiting throws or backing away while protecting Vane's retreat.

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

You now control neutral. Summons a shield in front of Vane that absorbs strikes and projectiles before shattering, with the version determining the positioning and speed. 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. Each version can absorb 1 hit before shattering.

The L version quickly summons a shield close to Vane that absorbs one attack before shattering.

The M version is slower and summons the shield farther away.

The H version is faster than the L version and summons the shield farther away than the M version.

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)

Vane's best way of getting midscreen damage alongside raging strike, leads to good damage, can be combo'd into from practically anything, and leads to good damage. It doesn't have much usage outside of combos but it's still very good and worth spending the meter on.

  • Wallbounces opponents regardless of screen position.

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, superjump j.H is an auto-timed safejump.

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.

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.

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 in front of Vane that absorbs strikes and projectiles before shattering; it can absorb up to 3 hits before it breaks. This 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.

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 to fullscreen if blocked. The opponent needs to spot dodge this but if they don't you get back into your preferred zone. Isn't the best against projectiles sadly because of the long startup. Good combo ender, good damage, is slow but is overall still decent.

  • 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

A decent SSBA with two flaws, it's range which is kind of small and startup that's on the slower side, it's a solid anti air and combo ender but outside of that it's just kind of average. The weak hit sends them pretty much full screen which means Vane can 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
GBVSR Vane Weapon 09.png


Navigation

 Vane
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