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Vane is a straightforward, | 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|Energy Destruction]] swing and defensive [[#One for All|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 {{MMC|input=2H|label={{clr|H|2H}}}}, 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. | |||
If you're looking | |||
Of course, Vane's no slouch up-close either. {{MMC|input=2M|label={{clr|M|2M}}}} is a fast and confirmable mid that contests the mid-range, {{MMC|input=f.H|label={{clr|H|f.H}}}} has fantastic reach and great priority, and {{MMC|input=f.L|label={{clr|L|f.L}}}} lets him confirm a knockdown off any light - and if pressured, Vane can endure the opponent's offense with the unlimited-guard-point {{MMC|input=5U|label={{clr|U|Breakthrough}}}} 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|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. | |||
}} | }} | ||
{{GBVSR/Infobox}} | {{GBVSR/Infobox}} | ||
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|intro= is a character who controls neutral with his strong specials and capitalizes off the opponent's reckless actions. | |intro= is a character who controls neutral with his strong specials and capitalizes off the opponent's reckless actions. | ||
|pros= | |pros= | ||
* ''' | * '''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 {{clr|H|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:''' | * '''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 {{MMC|input=2M|label={{clr|M|2M}}}} and {{MMC|input=f.H|label={{clr|H|f.H}}}} being | * '''Great pokes:''' Vane has some very good pokes with {{MMC|input=2M|label={{clr|M|2M}}}} and {{MMC|input=f.H|label={{clr|H|f.H}}}} 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|One For All]]:''' | * '''[[#One for All|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 {{clr|L|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. | ||
|cons= | |cons= | ||
* '''Lacking Meterless Reversals:''' Vane's only reversals are 623U and his Skybound Arts, so he will not have any available without meter. | * '''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. | * '''Few Plus Frames:''' Being the only character in the game without any EX moves that are plus on block, Vane must use lights, {{clr|U|214U}}, or {{clr|U|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. | * '''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|One For All]] | * '''The shield isn't impenetrable:''' In the right matchups, [[#One for All|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. | ||
}} | }} | ||
</div> | </div> |
Revision as of 07:52, 13 April 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
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 2HGuardMidStartup11Recovery25Advantage-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. 2MGuardMidStartup8Recovery15Advantage-5 is a fast and confirmable mid that contests the mid-range, f.HGuardMidStartup10Recovery21Advantage-10 has fantastic reach and great priority, and f.LGuardMidStartup6Recovery9Advantage+1 lets him confirm a knockdown off any light - and if pressured, Vane can endure the opponent's offense with the unlimited-guard-point BreakthroughGuardMidStartup25 [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 is a character who controls neutral with his strong specials and capitalizes off the opponent's reckless actions.
- 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 2MGuardMidStartup8Recovery15Advantage-5 and f.HGuardMidStartup10Recovery21Advantage-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
- GBVSR Vane cL Hitbox.png
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
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 to compensate.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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c.XX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
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 623HGuardMidStartup20Recovery28Advantage-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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 2MGuardMidStartup8Recovery15Advantage-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 2MGuardMidStartup8Recovery15Advantage-5 even with the slightly bigger range.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.MGuardMidStartup9Recovery18Advantage-6 and 2MGuardMidStartup8Recovery15Advantage-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 236MGuardMidStartup19Recovery22Advantage-8 and 623HGuardMidStartup20Recovery28Advantage-15 normally, 623HGuardMidStartup20Recovery28Advantage-15 mainly being his main corner combo starter which is great, and off counter hit it can combo into 623MGuardMidStartup25Recovery37Advantage-24 for full midscreen combos without meter. It's main problem is just how slower it is having more start up and recovery than 2MGuardMidStartup8Recovery15Advantage-5 but is still a great poke overall.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 2UGuardLowStartup7Recovery25Advantage-13 so using it along with f.LGuardMidStartup6Recovery9Advantage+1 and 66LGuardMidStartup8Recovery10Advantage+2 makes for solid pressure.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.MGuardMidStartup9Recovery18Advantage-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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 623MGuardMidStartup25Recovery37Advantage-24 for extended combos that easily break 4K or higher based on his resources/cooldowns. The only time 623MGuardMidStartup25Recovery37Advantage-24 will whiff is if the opponent is directly behind Vane. In these cases it's better to opt for using 214LGuardMidStartup24Recovery27Advantage-6 or 214HGuardMidStartup21Recovery25Advantage-4 instead. On CH, 2H can also combo into 214MGuardMidStartup34Recovery27Advantage-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 > 214LGuardMidStartup24Recovery27Advantage-6 or even extend them further with 2H > 623HGuardMidStartup20Recovery28Advantage-15
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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 236UGuardMidStartup15Recovery20Advantage-6 . This allows Vane to cancel into 623LGuardMidStartup15Recovery27Advantage-14 / 623HGuardMidStartup20Recovery28Advantage-15 for extra damage and corner carry.
Meanwhile in the corner 2U can be linked after the mini wallbounce 236HGuardMidStartup15Recovery22Advantage-8 gives. This will usually be canceled into 623HGuardMidStartup20Recovery28Advantage-15 or Raging Strike for a combo extension.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 623HGuardMidStartup20Recovery28Advantage-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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 22UGuardAllStartup14RecoveryTotal 45Advantage+6 on their wake-up.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.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 |
---|---|---|---|---|---|---|---|
700 | High/Air | 7 | 6 | L+1 |
Vane's cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. jump-in attack.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.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 |
---|---|---|---|---|---|---|---|
1000 | High/Air | 9 | 8 | L+1 |
Standard jump-in normal. Can also hit crossup with extremely specific positioning.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U |
5U:
- Frame data in brackets refers to when the move is fully charged.
- Vane is in Counter Hit state frames 1-2 and 19-24.
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) |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Air 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 | 5 | 5 | L+6 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
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 | - |
- 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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Raging Chain
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 | Mid | 13 | 5 | 17 | - | +15 |
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Brave Counter
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 | Mid | 10 | 3 | 19 | +6 | KD |
- Requires a Bravery Point.
- Requires to be in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
- Cannot reduce an opponent's health to below 500. Deals 0 damage to opponents with 500 or less remaining health.
Skills
Wild Beat
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236M | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236H |
236L:
236M:
236H:
Arm Destruction
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 and slow startup makes it a poor function choice for an anti-air, especially compared to 2H.
The reason Vane's anti-air is so destructive. Vane advances forward and unleashes a pillar of light, knocking the enemy at a shallow verticle 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.
- 623H
Vane's primary juggle extender.
- Links into normals on hit in the corner.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
623M | ||||||||||||||||||||||||||||||||||||||||||||||||||||
623H |
623L:
623M:
623H:
Energy Destruction
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.
Neutral/Oppresion 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.
The grounded L version reaches about 3/4ths of the screen, and when farther than point-blank is safe on block. Its humongous 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, or as an anti-anti-air.
The grounded M version has Vane hop towards the opponent before creating a fear-reaching shockwave. Can hop over low-to-the-ground strikes and fireballs; being airborne, it also functions as an unsafe throw bait with excellent reward on counter hit. 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.
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
214M | ||||||||||||||||||||||||||||||||||||||||||||||||||||
214H | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214M | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214H |
214L:
214M:
214H:
j.214L:
j.214M:
j.214H:
One for All
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 closed to the corner.
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.
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
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancel To bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623UGuardMidStartup8Recovery45Advantage-36 , which never refunds gauge).
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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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214U | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214U |
214U:
j.214U:
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.
Cooldown | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Total base damage: 4500
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.
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.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Total base damage: 6000
Colors
12% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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10/20 |
Combos |
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1/10 |
Strategy |
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?/20 | |
Matchups |
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1/20 |
Frame Data |
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0/30 |
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