GBVSR/Vane: Difference between revisions

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|input=66H
|input=66H


|description= *Situational "poke" and combo ender.
|description= *Situational advancing three-hit poke and combo ender.
*Can link a {{clr|L|c.L}}  in the corner if opponent is high enough in the air.
*Can link a {{clr|L|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 {{clr|3|66H}}s. Vane's {{clr|3|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 {{MMC|input=623H|label={{clr|H|623H}}}} has launched an already in air opponent high in the air and rather close to Vane. During this situation Vane can link a {{clr|3|66H}} to get good corner carry and a grip of damage still.
Vane swings his halberd three times, moving a great distance; from full-screen, this move will put Vane about one-character length away. While not used as a big damage punish starter like other character's {{clr|3|66H}}s, Vane's {{clr|3|66H}} sees use as a solid combo ender in situations where other cooldowns aren't available or Vane wants to save them for later, though this requires the opponent to be very high up such as after a high-hit {{MMC|input=623H|label={{clr|H|623H}}}}.


Punishing this move can also be quite tricky. Thanks to both the pushback on block and it only being {{clr|3|-6}} . Unless badly spaced to where Vane ends inside far L distance, it is usually safe.
Punishing this move can also be quite tricky; due to the pushback on block and only being -6, this move can be almost completely safe if spaced properly. If not, you've just put yourself -6 in {{clr|L|c.L}} distance, so use with caution.}}
}}


===Air Normals===
===Air Normals===

Revision as of 07:58, 13 April 2024

Overview

Overview

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

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

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

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

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

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

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

Normal Moves

Ground Normals

c.L

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

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

Links into:
Standing: c.L, f.L, 2L, c.M, 2M, 2U, c.H[ch], f.H[ch]
Crouching: f.M, 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 advancing three-hit poke and combo ender.
  • Can link a c.L in the corner if opponent is high enough in the air.

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

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

Air Normals

j.L

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


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

j.M

j.H

j.U


Unique Action

Breakthrough

5U (Hold OK)

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

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

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

Unsafe point-blank.

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


Universal Mechanics

Ground Throw

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)
  • 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.

Energy Destruction

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

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

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.

One for All

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 23 total 49
22M 35 Total 49
22H 23 Total 40
  • Each version can absorb 1 hit before shattering.
  • Button strength determines distance the shield is placed at, and how fast it appears.
  • Will be placed off-screen when 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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L
22M
22H 420F after 3F

22L:

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


22M:

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


22H:

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


Ultimate Skills


Ultimate Wild Beat

236U or 5S+U

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

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

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

Ultimate Arm Destruction

623U or 6S+U

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

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

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

Ultimate Energy Destruction

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

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

Massive swing that ground bounces on hit, allowing for combo extensions. This is also one of Vane's few attacks that is plus on block.

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 into Vane's ideal range when blocked. Though -26, the immense pushback means block punishes are difficult and unlikely to threaten Vane.

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

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

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


Super Skybound Art

Ausbruch Schlag

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

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

Vane fires himself up and sends the opponent blasting off again. Great vertical range, but slow start-up and short horizontal range. The cinematic sweet spot is up to about one character-length away from Vane. Overall, a typical SSBA.

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

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


Colors

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


Navigation

 Vane
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