DNFD/Vanguard: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{DNFD/CharacterLinks}}
| overview =  
<div id="home-content" class="home-grid">
{{card|width=4
|header = Overview  
|content=
Vanguard is an extremely long-range character, but he's not exactly a zoner. Due to the slow startup on many of his attacks, Vanguard will often spend his time turtling in most matchups, waiting for an opportune moment to use his powerful party-starter attacks.
Vanguard is an extremely long-range character, but he's not exactly a zoner. Due to the slow startup on many of his attacks, Vanguard will often spend his time turtling in most matchups, waiting for an opportune moment to use his powerful party-starter attacks.


His {{clr|S|Skills}} uniquely chain into each other for lengthy block strings, an aspect further helped by his Awakening Passive. However, this comes at the cost of being unable to cancel his normals into them, forcing him to use MP when converting from his normals.<br>
His {{clr|S|Skills}} uniquely chain into each other for lengthy block strings, an aspect further helped by his Awakening Passives. However, this comes at the cost of being unable to cancel his normals into them, forcing him to use MP when converting from his normals.<br>
Thankfully, he is also a very mana-efficient character, being able to perform most of his optimal combos with just about 100 MP.
Thankfully, he is also a very mana-efficient character, being able to perform most of his optimal combos with just about 100 MP.


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This is his primary method of opening the opponent up, as he lacks any traditional mixups.
This is his primary method of opening the opponent up, as he lacks any traditional mixups.


Vanguard suffers the most on defense; Other than his slower normals, his options are limited with his {{MMC|input=623M|label=Lunge Strike}} {{keyword|DP}} whiffing against most crouching characters, and even some standing ones. His Guard Cancel is similarly angled, making it difficult to use at anything but close-range. This downside emphasizes Vanguard's need to control space and avoid being put in close-range pressure situations whenever possible.
Vanguard suffers the most on defense; Other than his slower normals, his options are limited with his {{MMC|input=623M|label=Lunge Strike}} {{keyword|DP}}'s lackluster range and tendency to be low profiled. His Guard Cancel is similarly angled, making it difficult to use at anything but close-range. This downside emphasizes Vanguard's need to control space and avoid being put in close-range pressure situations whenever possible.
 
}}
| lore = '''These men fight at the frontline of battle, more courageous than anyone else. They are enthralled by the power of their Demonic Lances, causing them to set off in search of stronger foes.'''
{{DNFD/Infobox
 
|fastestAttack=[[#2A|2A]] (7F)
Most Demonic Lancers achieve countless victories, then lose just a single battle; thus ending their lives in the Imperial Arena.<br>
|reversal=[[#Lunge Strike|623M]] (13F)
But there are the rare few that do not follow this precedent, and manage to survive for so long they end up being unable to find any more worthy opponents in the Arena.
}}
 
{{ProsAndCons
The De Los Empire started calling these men their "dogs" while exploiting them in extreme conditions by promising them their freedom at the end of rigorous missions.
|intro = is classified as a '''''{{clr|#159964|Standard}}''''' type. He is capable of pressuring at long ranges and inflicting massive Guard Gauge damage.
|summary = is classified as a '''''{{clr|#159964|Standard}}''''' type. He is capable of pressuring at long ranges and inflicting massive Guard Gauge damage.
| pros =  
| pros =  
* '''Screen Control:''' Vanguard has access to many massive, long-range disjointed attacks that make him very difficult to contest at longer ranges.
* '''Screen Control:''' Vanguard has access to many massive, long-range disjointed attacks that make him very difficult to contest at longer ranges.
* '''Safe Pressure:''' Vanguard's pressure sequences tend to push him back to a range at which most characters cannot comfortably challenge him.
* '''Safe Pressure:''' Vanguard's pressure sequences tend to push him back to a range at which most characters cannot comfortably challenge him.
* '''Guard Crush Proficiency:''' Vanguard's Awakening Passive gives him access to practical block string sequences that can guarantee a Guard Crush at any time. In these situations, Vanguard doesn't need to put himself at risk or even rely on traditional mixups to threaten heavy damage.
* '''Guard Crush Proficiency:''' Vanguard's Clear Cube awakening passive gives him access to practical block string sequences that can guarantee a Guard Crush at any time if the opponent doesnt use IS. In these situations, Vanguard doesn't need to put himself at risk or even rely on traditional mixups to threaten heavy damage.
* '''Hard to Juggle:''' Vanguard has a notably thin hurtbox when he is launched in the air, forcing some characters to go for more difficult combos or cut combos short to reduce the risk of dropping the combo and getting punished.
| cons =  
| cons =  
* '''Limited Normals:''' While not a particularly big weakness, Vanguard's {{clr|1|A}} and {{clr|2|B}} normals are on the slower side and cannot be chained into {{clr|S|Skills}}, unlike the majority of the cast.
* '''Limited Normals:''' While not a particularly big weakness, Vanguard's {{clr|1|A}} and {{clr|2|B}} normals are on the slower side and cannot be chained into {{clr|S|Skills}}, unlike the majority of the cast.
* '''Don't Whiff:''' Most of Vanguard's attacks have a pretty substantial amount of recovery, meaning that whiffing is... Ill-advised.  
* '''Don't Whiff:''' Most of Vanguard's attacks have a pretty substantial amount of recovery, meaning he is susceptible to dodge rolls when too predictable.
* '''Weak Defense:''' Vanguard's only invincible reversal completely whiffs on most crouching opponents, making him susceptible to low-profile meaty attacks. Paired with his slow close-range normals, it can be difficult for him to escape pressure.
* '''Weak Defense:''' Vanguard's only invincible reversal whiffs on crouching opponents that are spaced correctly, making him susceptible to certain low-profile meaty attacks. Paired with his slow close-range normals, it can be difficult for him to escape pressure.
| difficulty_rating =  
}}
| official_difficulty =  
</div>
|unique_mechanic1_name=Awakening Effect: [[File:DNFD_Vanguard_Awakening_Icon.png|40px]] Demonic Lance Mastery
 
|unique_mechanic1=<div style="text-align: center">
===Unique Mechanics===
 
{{card
|header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Vanguard_Awakening_Icon2.png|40px]] Demonic Lance Awakening
|content=<div style="text-align: center">
{{FrameDataNotes|DNFD|Awakening Overview}}
{{FrameDataNotes|DNFD|Awakening Overview}}


Increases the Guard Damage dealt when attacks are blocked by 50%.</div>
MP Skills can be canceled into Inferno Charge, Crescent Slash, Dread Bore, and Behead.
|fastestAttack=[[#2A|2A]] (7F)
</div>
|reversal=[[#Lunge Strike|623M]] (13F)
}}
{{card
|header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Demonic Lance Mastery [[File:DNFD_DoubleDamage_Increase_Icon.png|40px]][[File:DNFD_Vanguard_Awakening_Icon.png|40px]]
|content=<div style="text-align: center">
{{FrameDataNotes|DNFD|Awakening Overview2}}
 
Increases Damage.<br>
Increases the Guard Damage dealt when attacks are blocked by 50%.<br>
Increases White Life damage when attacks are blocked.
</div>
}}
}}


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{{!}} Whiffs VS {{!}}{{!}} {{Character Label|DNFD|Berserker|label=BRZ}}, {{Character Label|DNFD|Striker|label=STR}}, {{Character Label|DNFD|Grappler|label=GRP}} (Max), {{Character Label|DNFD|Inquisitor|label=INQ}} (Far), {{Character Label|DNFD|Swift Master|label=SWI}}, {{Character Label|DNFD|Enchantress|label=ENC}}, {{Character Label|DNFD|Kunoichi|label=KNO}}, {{Character Label|DNFD|Dragon Knight|label=DRK}}
{{!}} Whiffs VS {{!}}{{!}} {{Character Label|DNFD|Berserker|label=BRZ}}, {{Character Label|DNFD|Striker|label=STR}}, {{Character Label|DNFD|Grappler|label=GRP}} (Max), {{Character Label|DNFD|Inquisitor|label=INQ}} (Far), {{Character Label|DNFD|Swift Master|label=SWI}}, {{Character Label|DNFD|Enchantress|label=ENC}}, {{Character Label|DNFD|Kunoichi|label=KNO}}, {{Character Label|DNFD|Dragon Knight|label=DRK}}
{{!)}}
{{!)}}
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|A|5AA}}, {{clr|B|5B}}, {{clr|B|2B}}
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}} {{clr|B|5B}}, {{clr|B|2B}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=5AA
|input=5AA
|description=
|description=
Not particularly useful for combos, as it has a pretty horrendous proration value. Where it really shines is as a neutral tool, as it has incredible range and is available on whiff to catch opponents that roll through {{clr|A|5A}}.<br>
Not particularly useful for combos, as it has a pretty horrendous proration value. Where it really shines is as a neutral tool, as it has incredible range and is available on whiff to catch opponents that roll through {{clr|A|5A}}.
 
The ability to catch rolls is especially important, as Vanguard is particularly vulnerable to rolls due the large amount of whiff recovery on his other moves.
The ability to catch rolls is especially important, as Vanguard is particularly vulnerable to rolls due the large amount of whiff recovery on his other moves.
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|B|5B}}, {{clr|B|2B}}
 
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=5B
|input=5B
|description=
|description=
One of Vanguard's most versatile attacks as well as a consistent combo starter. Hits incredibly high up, decently far, and a little behind himself, making it good to throw out in a lot of neutral situations. Including the built-in forward movement, this makes it a very commanding presence in neutral; so much so that despite its immense recovery, the threat of {{clr|B|5B}} can sometimes become greater than the move itself, allowing Vanguard to get away with options the opponent would normally be ready to challenge.
One of Vanguard's most versatile attacks as well as a consistent combo starter.
* Does not normally combo into {{clr|M|5M}} on grounded opponents, requiring {{clr|B|2B}} to be used first. This cancel connects properly on anti-air or Counter Hit, however, leading to higher damage with just {{clr|B|5B}} alone.
 
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|B|2B}}
Hits incredibly high up, decently far, and a little behind himself, making it good to throw out in a lot of neutral situations. Including the built-in forward movement, this makes it a very commanding presence in neutral; so much so that despite its immense recovery, the threat of {{clr|B|5B}} can sometimes become greater than the move itself, allowing Vanguard to get away with options the opponent would normally be ready to challenge.
 
Does not normally combo into {{clr|M|5M}} on grounded opponents, requiring {{clr|B|2B}} to be used first. This cancel connects properly on anti-air or Counter Hit, however, leading to higher damage with just {{clr|B|5B}} alone.
 
* Hits OTG and allows for extending combos after hard knockdowns, especially at far ranges
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
* -6 on block with throw cancel.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|M|MP Skills}}, Throw
}}
}}


Line 82: Line 105:
|description=
|description=
Vanguard's fastest normal and low attack, but has considerable recovery. As a result, it is necessary in situations where speed is required, such as in [[DNFD/Offense#Conversion|Conversion]] mixups or punishing attacks at close-range that Vanguard normally cannot due to his sluggish frame data.
Vanguard's fastest normal and low attack, but has considerable recovery. As a result, it is necessary in situations where speed is required, such as in [[DNFD/Offense#Conversion|Conversion]] mixups or punishing attacks at close-range that Vanguard normally cannot due to his sluggish frame data.
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|B|5B}}, {{clr|B|2B}}
 
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|M|MP Skills}}, Throw
}}
}}


Line 90: Line 114:
|input=2B
|input=2B
|description=
|description=
Extremely long-range low attack. Has a lot of whiff recovery, so it should mainly be used to challenge forward movement or as a combo piece. If blocked, Vanguard can cancel to {{clr|M|5M~6M}} or {{clr|M|~4M}} for a true block string to push them away or a highly rewarding frame trap, respectively. Causes a hard knockdown on Counter Hit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme. Hilariously, the hitbox is so big that it'll even hit some low-crush moves like {{Character Label|DNFD|Berserker}}'s {{MMC|chara=Berserker|input=4S|label={{clr|S|4S}}}}.
Extremely long-range low attack. Has a lot of whiff recovery, so it should mainly be used to challenge forward movement or as a combo piece.  
* Only cancels to {{clr|M|MP}} special moves. Unlike {{clr|B|5B}}, {{clr|M|5M}} will connect fully on grounded opponents, though the cancel may whiff from farther out due to {{clr|B|2B}}'s immense range.
 
If blocked, Vanguard can cancel to {{clr|M|5M~6M}} or {{clr|M|~4M}} for a true block string to push them away or a highly rewarding frame trap, respectively. Causes a hard knockdown on Counter Hit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme. Hilariously, the hitbox is so big that it'll even hit some low-crush moves like {{Character Label|DNFD|Berserker}}'s {{MMC|chara=Berserker|input=4S|label={{clr|S|4S}}}}.
 
Unlike {{clr|B|5B}}, a {{clr|M|5M}} cancel will connect fully on grounded opponents, though the it may whiff from farther out due to {{clr|B|2B}}'s immense range.
 
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
* -10 on block with throw cancel.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|MP Skills}}, Throw
}}
}}


Line 100: Line 130:
|description=
|description=
A fast, long-range air-to-air. Has situational air-to-ground poking advantages due to a reduced hurtbox when compared to {{clr|B|j.B}}, most notably against {{CLabel|DNFD|Swift Master}} while {{MMC|chara=Swift Master|input=214M|type=M|label=Wind Twist}} is active.
A fast, long-range air-to-air. Has situational air-to-ground poking advantages due to a reduced hurtbox when compared to {{clr|B|j.B}}, most notably against {{CLabel|DNFD|Swift Master}} while {{MMC|chara=Swift Master|input=214M|type=M|label=Wind Twist}} is active.
* Has a hitbox closer to Vanguard's body that can hit taller opponents while crouching, though {{clr|B|j.B}} is still preferred for use in Conversion mixups. Whiffs on the same characters crouching as {{clr|A|5A}}, including {{Character Label|DNFD|Inquisitor}} up close.  
 
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|B|j.B}}
Has a hitbox closer to Vanguard's body that can hit taller opponents while crouching, though {{clr|B|j.B}} is still preferred for use in Conversion mixups. Whiffs on the same characters crouching as {{clr|A|5A}}, including {{Character Label|DNFD|Inquisitor}} up close.  
 
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|M|j.M}}
}}
}}


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|input=j.B
|input=j.B
|description=
|description=
An extremely versatile button that covers a wide area. It serves as a good air-to-air and a great deterrent to grounded approaches.<br>
An extremely versatile button that covers a wide area. It serves as a good air-to-air and a great deterrent to grounded approaches.
 
It can be used as an instant-overhead when paired with Conversion, which is one of Vanguard's only real mixup options. While hard to time, it can be very rewarding.  
It can be used as an instant-overhead when paired with Conversion, which is one of Vanguard's only real mixup options. While hard to time, it can be very rewarding.  


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{{!}} Whiffs VS {{!}}{{!}} {{Character Label|DNFD|Berserker|label=BRZ}}, {{Character Label|DNFD|Striker|label=STR}}, {{Character Label|DNFD|Enchantress|label=ENC}}, {{Character Label|DNFD|Dragon Knight|label=DRK}}
{{!}} Whiffs VS {{!}}{{!}} {{Character Label|DNFD|Berserker|label=BRZ}}, {{Character Label|DNFD|Striker|label=STR}}, {{Character Label|DNFD|Enchantress|label=ENC}}, {{Character Label|DNFD|Dragon Knight|label=DRK}}
{{!)}}
{{!)}}
* Cannot be chained into {{clr|S|Skills}}.
* Cannot be chained into {{clr|S|Skills}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|j.M}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Throw</big>===
===<big>Throw</big>===
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}'''</span>
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=A+B
|input=A+B
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In the corner it leaves him close enough to the opponent to enforce simple-but-effective strike/throw mixups.
In the corner it leaves him close enough to the opponent to enforce simple-but-effective strike/throw mixups.
}}
}}
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}
===<big>Backwards Dodge</big>===
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}


===<big>Guard Cancel</big>===
===<big>Guard Cancel</big>===
<span class="input-badge">'''{{clr|B|6B}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6B+S
|input=6B+S
Line 139: Line 190:
==Skills==
==Skills==
===<big>Side Slash</big>===
===<big>Side Slash</big>===
<span class="input-badge">'''{{clr|S|5S}}'''</span>
{{InputBadge|'''{{clr|S|5S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5S
|input=5S
|description=
|description=
A slow poke with a large disjointed hitbox and a multitude of cancel options on contact. It also serves as an ideal combo starter or punish tool, leading to significant damage anywhere on the screen. Opponents will often attempt to roll through Vanguard's more committal attacks, such as {{clr|B|5B}} and {{clr|B|2B}}, in which case this normal can be used to punish that option heavily.
A slow poke with a large disjointed hitbox and a multitude of cancel options on contact. It also serves as an ideal combo starter or punish tool, leading to significant damage anywhere on the screen.  
* Surprisingly safe on block, making it a good alternative meaty to {{clr|A|5A}} when far away, providing better cancel options and guard damage. This also makes it an ideal block string ender when needing to save MP.
 
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|2S}}, {{clr|S|6S}}, {{clr|S|4S}}
Opponents will often attempt to roll through Vanguard's more committal attacks, such as {{clr|B|5B}} and {{clr|B|2B}}, in which case this normal can be used to punish that option heavily. Surprisingly safe on block, making it a good alternative meaty to {{clr|A|5A}} when far away, providing better cancel options and guard damage. This also makes it an ideal block string ender when needing to save MP.
 
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
[[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|2S}}, {{clr|S|6S}}, {{clr|S|4S}}
}}
}}


===<big>Cleave: Upper</big>===
===<big>Cleave: Upper</big>===
<span class="input-badge">'''{{clr|S|2S}}'''</span>
{{InputBadge|'''{{clr|S|2S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2S
|input=2S
|description=
|description=
Though it has a dead-zone right above Vanguard's head and doesn't reach as far out as {{clr|B|5B}}, it is much taller. It's a fairly common combo piece, making for some of his most damaging combos when used as a starter, and serving as a launcher to bridge to {{clr|M|j.M}}. Due to lacking horizontal range, it may whiff in certain {{clr|S|Skill}} block strings, unless used in the correct order. Can be jump cancelled on block or on hit to enforce pressure or extend combos respectively.
Though it has a dead-zone right above Vanguard's head and doesn't reach as far out as {{clr|B|5B}}, it is much taller. It's a fairly common combo piece, making for some of his most damaging combos when used as a starter, and serving as a launcher to bridge to {{clr|M|j.M}}.  
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|6S}}, {{clr|S|4S}}
 
Due to lacking horizontal range, it may whiff in certain {{clr|S|Skill}} block strings, unless used in the correct order. Can be jump cancelled on block or on hit to enforce pressure or extend combos respectively.
 
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
[[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|6S}}, {{clr|S|4S}}, Jump
}}
}}


===<big>Cleave: Cut</big>===
===<big>Cleave: Cut</big>===
<span class="input-badge">'''{{clr|S|6S}}'''</span>
{{InputBadge|'''{{clr|S|6S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6S
|input=6S
|description=
|description=
Vanguard steps forward while using this move, lending it consistency as a combo part after {{clr|S|5S}} and also giving it considerably more range than it would initially appear.<br>
Vanguard steps forward while using this move, lending it consistency as a combo part after {{clr|S|5S}} and also giving it considerably more range than it would initially appear.
 
It can be used while approaching, though due to the significant forward movement, Vanguard may end up running directly into an attack before {{clr|S|6S}} becomes active.
It can be used while approaching, though due to the significant forward movement, Vanguard may end up running directly into an attack before {{clr|S|6S}} becomes active.
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|4S}}
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|4S}}
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
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===<big>Cleave: Slash</big>===
===<big>Cleave: Slash</big>===
<span class="input-badge">'''{{clr|S|4S}}'''</span>
{{InputBadge|'''{{clr|S|4S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=4S
|input=4S
|description=
|description=
{{clr|S|4S}} has a unique vacuuming effect, pulling opponents closer. This helps close the gap without necessarily having to move forward, which makes for more consistent combos and block strings, especially when paired with {{clr|S|6S}}.<br>
{{clr|S|4S}} has a unique vacuuming effect, pulling opponents closer. This helps close the gap without necessarily having to move forward, which makes for more consistent combos and block strings, especially when paired with {{clr|S|6S}}.
 
It also makes for a generally safe meaty after many knockdowns, even being able to avoid some reversals. With proper spacing, it can even avoid those of characters such as {{Character Label|DNFD|Troubleshooter}} and {{Character Label|DNFD|Inquisitor}}.
It also makes for a generally safe meaty after many knockdowns, even being able to avoid some reversals. With proper spacing, it can even avoid those of characters such as {{Character Label|DNFD|Troubleshooter}} and {{Character Label|DNFD|Inquisitor}}.


* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
* Unique {{clr|S|S}} Chaining: Starting from {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, or {{clr|S|4S}}, Vanguard can chain into another {{clr|S|Skill}} he has not used before in the chain.
[[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}
}}
}}


===<big>Impact Strike</big>===
===<big>Impact Strike</big>===
<span class="input-badge">'''{{clr|S|j.S}}'''</span> {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.S
|input=j.S
|description=
|description=
Vanguard's main {{keyword|OTG}} combo extender. As it kills most of his forward momentum, it can be tricky to use to follow up at range, but this can be circumvented by running forward and performing it as an instant-air.<br>
Vanguard's main {{keyword|OTG}} combo extender. As it kills most of his forward momentum, it can be tricky to use to follow up at range, but this can be circumvented by running forward and performing it as an instant-air.
 
Stalls Vanguard in the air for a fair amount of time, which lets him bait shorter reversals, such as that of {{Character Label|DNFD|Troubleshooter}}'s. On shallow interactions, it can be cancelled into {{clr|S|4S}} and used to [https://twitter.com/SobArts/status/1543593835862843396 bait a variety of reversals].<br>
Stalls Vanguard in the air for a fair amount of time, which lets him bait shorter reversals, such as that of {{Character Label|DNFD|Troubleshooter}}'s. On shallow interactions, it can be cancelled into {{clr|S|4S}} and used to [https://twitter.com/SobArts/status/1543593835862843396 bait a variety of reversals].<br>
It also serves as a pretty rewarding callout and whiff punish for certain horizontal pokes and forward-moving attacks, as well as functioning as a throw-bait, contributing to Vanguard's strike/throw mixup potential.
It also serves as a pretty rewarding callout and whiff punish for certain horizontal pokes and forward-moving attacks, as well as functioning as a throw-bait, contributing to Vanguard's strike/throw mixup potential.
* [[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|S|4S}}
 
[[DNFD/Vanguard/Frame_Data#Cancel_Table|Cancel Options]]: {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|S|4S}}
}}
}}


==MP Skills==
==MP Skills==
===<big>Brandish</big>===
===<big>Brandish</big>===
<span class="input-badge">'''{{clr|M|5M}}'''</span>
{{InputBadge|'''{{clr|M|5M}}'''}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=5M|type=M
|input=5M|type=M
|description=
|description=
Vanguard enters the Brandish stance, enabling various follow-ups as long as one of its two hits connects. The cancel window for follow-ups is very large, allowing for staggered pressure with varied timing.<br>
A two-hitting stance move with multi-tool utility for pressure, combo extension, and neutral.
 
Vanguard enters the Brandish stance, enabling various follow-ups on hit or whiff. Followups are available after 7 frames and for the entire animation afterwards, making the follow-ups available as neutral tools, staggered pressure with varied timing on hit, and as options to contest a whiff punish.<br>
 
Depending on the starter, it may be necessary to omit the second hit of the move during a combo, as to make follow-ups easier.<br>
Depending on the starter, it may be necessary to omit the second hit of the move during a combo, as to make follow-ups easier.<br>
Brandish can be canceled into any of its follow-ups immediately without having to actually allow the first hit of Brandish from coming out, or even after Brandish has completely whiffed.
 


}}
}}


===<big>Inferno Charge</big>===
===<big>Inferno Charge</big>===
<span class="input-badge">'''{{clr|M|5M}} during Brandish'''</span> {{DNFDicon|icon=pi}}
{{InputBadge|'''{{clr|M|5M}} during Brandish'''}} {{DNFDicon|icon=pi}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
|input=5M|type=Brandish
|input=5M|type=Brandish
|description=
|description=
The main choice for Guard Break setups due to the sheer amount of Guard Damage and its gap-closing capability. Conversion leaves Vanguard plus enough to make {{clr|S|5S}} afterwards a gapless block string, letting him continue pressure and enabling gapless 100% Guard Break routes when in Awakening.  
The main choice for Guard Break setups due to the sheer amount of Guard Damage and its gap-closing capability. Conversion leaves Vanguard plus enough to make {{clr|S|5S}} afterwards a gapless block string, letting him continue pressure and enabling gapless 100% Guard Break routes when in Clear Cube Awakening.  
* One of two gapless follow-ups to {{clr|M|5M}}, alongside {{clr|M|5M~6M}}.
* One of two gapless follow-ups to {{clr|M|5M}}, alongside {{clr|M|5M~6M}}.
* Projectile immune.
* Projectile immune.
Line 218: Line 285:


===<big>Crescent Slash</big>===
===<big>Crescent Slash</big>===
<span class="input-badge">'''{{clr|M|2M}} during Brandish'''</span> {{DNFDicon|icon=hkd}}
{{InputBadge|'''{{clr|M|2M}} during Brandish'''}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
Line 228: Line 295:


===<big>Dread Bore</big>===
===<big>Dread Bore</big>===
<span class="input-badge">'''{{clr|M|6M}} during Brandish'''</span> {{DNFDicon|icon=hkd}}
{{InputBadge|'''{{clr|M|6M}} during Brandish'''}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
Line 239: Line 306:


===<big>Behead</big>===
===<big>Behead</big>===
<span class="input-badge">'''{{clr|M|4M}} during Brandish'''</span> {{DNFDicon|icon=armor}}
{{InputBadge|'''{{clr|M|4M}} during Brandish'''}} {{DNFDicon|icon=armor}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
|input=4M|type=Brandish
|input=4M|type=Brandish
|description=
|description=
Has 3 hits of Armor and leads to massive reward on counter-hit, where it causes crumple state. On block, Vanguard is pushed back enough that it safely resets neutral, though it is susceptible to being rolled.<br>
Has 3 hits of Armor and leads to massive reward on counter-hit, where it causes crumple state on a standing opponent or a wall-bounce on an airborne opponent.  
As one of Vanguard's win conditions in Awakening is to deal heavy amounts of Guard Damage and set up a Guard Break, Behead is his primary counter against Guard Cancels.<br>
 
As long as Brandish is blocked, he can react to Guard Cancel activations with Behead to score a Counter Hit into a massive punish.
On block, Vanguard is pushed back enough that it safely resets neutral, though it is susceptible to being rolled. As one of Vanguard's win conditions in Clear Cube Awakening is to deal heavy amounts of Guard Damage and set up a Guard Break, Behead is his primary counter against Guard Cancels.<br>
As long as Brandish is active, he can react to Guard Cancel activations with Behead to score a Counter Hit into a massive punish.
}}
}}


===<big>Lunge Strike</big>===
===<big>Lunge Strike</big>===
<span class="input-badge">'''{{clr|M|2M}}'''</span> or <span class="input-badge">'''{{clr|M|623M}}'''</span> {{DNFDicon|icon=hkd}} {{DNFDicon|icon=dp}}
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=dp}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=623M,2M|type=M
|input=623M,2M|type=M
|description=
|description=
Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invincible reversal, it is extremely easy to low-profile and thus very risky to use. Instead, due to its range and invincibility, this move acts as an anti-air that's more difficult to stuff than {{clr|B|5B}} or {{clr|S|2S}}, but also leads to lower reward.
Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invincible reversal, it can be low-profiled when the opponent is spaced outside of close range, and thus is risky to use as such.  
 
Due to its range and invincibility, this move acts more as an anti-air that's more difficult to stuff than {{clr|B|5B}} or {{clr|S|2S}}, but also leads to lower reward.
* Pulls the opponent into a cinematic on hit, knocking them down in the same position in front of Vanguard every time.
* Pulls the opponent into a cinematic on hit, knocking them down in the same position in front of Vanguard every time.
* whiffs against enemies directly above Vanguard.  
* Whiffs against enemies directly above Vanguard.  
}}
}}


===<big>Earthshatter</big>===
===<big>Earthshatter</big>===
<span class="input-badge">'''{{clr|M|6M}}'''</span> or <span class="input-badge">'''{{clr|M|236M}}'''</span> {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=236M,6M|type=M
|input=236M,6M|type=M
|description=
|description=
Extremely fast for its range, allowing it to be used to confirm pokes with lower hitstun like {{clr|A|5AA}}. Causes a wall bounce on-hit allowing for possible followups anywhere on screen. It also hits OTG to function as a combo ender, or to extend to {{MMC|input=AS|label=Demonic Inferno}} if available. Despite the length of time between the two hits, it is gapless and has a ton of pushback, making it generally safe to use even in neutral. Canceling Earthshatter into Conversion can allow Vanguard to run up and pick up with a {{clr|S|Skill}} before the opponent drops to the ground, giving him access to far better combo routes from situations he wouldn't normally be able to capitalize on.
Extremely fast for its range, allowing it to be used to confirm pokes with lower hitstun like {{clr|A|5AA}}. Causes a wall bounce on-hit allowing for possible followups anywhere on screen. It also hits OTG to function as a combo ender, or to extend to {{MMC|input=AS|label=Demonic Inferno}} if available.  
 
Despite the length of time between the two hits, Earthshatter is gapless and has a ton of pushback, making it generally safe to use even in neutral. Canceling Earthshatter into Conversion can allow Vanguard to run up and pick up with a {{clr|S|Skill}} before the opponent drops to the ground, giving him access to far better combo routes from situations he wouldn't normally be able to capitalize on.
}}
}}


===<big>Devastate</big>===
===<big>Devastate</big>===
<span class="input-badge">'''{{clr|M|4M}}'''</span> or <span class="input-badge">'''{{clr|M|214M}}'''</span>
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=214M,4M|type=M
|input=214M,4M|type=M
|description=
|description=
Devastate can frame-trap from most moves and has a very active and large hitbox, reaching well behind Vanguard. Though this can catch rolls, Vanguard won't turn around for the follow-up attack, which leaves him vulnerable.
Devastate can frame-trap from most moves and has a very active and large hitbox, reaching well behind Vanguard. Can catch rolls and send the opponent in front of Vanguard if they passed through him.
Most notably, it can be used to extend corner combos into {{clr|S|2S}}, given enough height. Additionally, when used as a corner combo ender, it gives Vanguard enough advantage to safe-jump with {{clr|B|j.B}}.
 
It is also very safe on block and deals a fair amount of Guard Damage.
Most notably, it can be used to extend corner combos into {{clr|S|2S}}, given enough height. Additionally, when used as a corner combo ender, it gives Vanguard enough advantage to safe-jump with {{clr|B|j.B}}.It is also very safe on block and deals a fair amount of Guard Damage.
Although it can be used as a situational anti-air, it is somewhat difficult to justify as it is prone to trading with normals while offering less reward than any of his other three anti-airs.
 
While it can be used as a situational anti-air, it is somewhat difficult to justify as it is prone to trading with normals while offering less reward than any of his other three anti-airs.
}}
}}


===<big>Doom Glaive</big>===
===<big>Doom Glaive</big>===
<span class="input-badge">'''{{clr|M|j.M}}'''</span> {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=j.M
|input=j.M
|description=
|description=
Common combo filler, allowing for a follow-up OTG pickup with {{clr|S|j.S}} or {{clr|M|236M}} afterwards. It is too slow to act as an air-to-air itself and should instead be used to extend from options with less risk, such as {{clr|B|j.B}}.<br>
 
For what it's worth, {{clr|M|j.M}} is also plus on block and can therefore allow Vanguard to enforce a bit more control. Can also hit OTG, causing a small launch into an immediate second Hard Knockdown.  
High damaging combo extender. Can be used after {{clr|S|2S}} to loop into itself for high damage. It is too slow to act as an air-to-air itself and should instead be used to extend from options with less risk, such as {{clr|B|j.B}}.<br>
For what it's worth, {{clr|M|j.M}} is also plus on block and can therefore allow Vanguard to enact a bit more control. Can also hit OTG, causing a small launch into an immediate second Hard Knockdown.
 
*Dash cancellable on-hit, allowing Vanguard to follow-up with {{clr|B|5B}} reliably or {{clr|S|S}} inputs on opponents launched higher.
}}
}}


==Awakening Skill==
==Awakening Skill==
===<big>Demonic Inferno</big>===
===<big>Demonic Inferno</big>===
<span class="input-badge">'''{{clr|AS|AS}}'''</span> {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|AS|AS}}'''}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=AS
|input=AS
Line 305: Line 381:


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Vanguard|32px}}</center>
<center>{{Character Label|DNFD|Vanguard|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Revision as of 05:15, 13 December 2023

Overview

Overview

Vanguard is an extremely long-range character, but he's not exactly a zoner. Due to the slow startup on many of his attacks, Vanguard will often spend his time turtling in most matchups, waiting for an opportune moment to use his powerful party-starter attacks.

His Skills uniquely chain into each other for lengthy block strings, an aspect further helped by his Awakening Passives. However, this comes at the cost of being unable to cancel his normals into them, forcing him to use MP when converting from his normals.
Thankfully, he is also a very mana-efficient character, being able to perform most of his optimal combos with just about 100 MP.

On pressure, Vanguard can very quickly crank the opponent's Guard Gauge, threatening a Guard Break.
This is his primary method of opening the opponent up, as he lacks any traditional mixups.

Vanguard suffers the most on defense; Other than his slower normals, his options are limited with his Lunge StrikeDNFD Vanguard 623M.pngGuardMidStartup13RecoveryAdvantage-40 DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.'s lackluster range and tendency to be low profiled. His Guard Cancel is similarly angled, making it difficult to use at anything but close-range. This downside emphasizes Vanguard's need to control space and avoid being put in close-range pressure situations whenever possible.
Vanguard
DNFD Vanguard Portrait.png
Health
1100
Guard Gauge
1000
MP Regen Rate
12 /second
Prejump
4F
Backdash
Fastest Attack
2A (7F)
Reversals
623M (13F)

 Vanguard is classified as a Standard type. He is capable of pressuring at long ranges and inflicting massive Guard Gauge damage.

Pros
Cons
  • Screen Control: Vanguard has access to many massive, long-range disjointed attacks that make him very difficult to contest at longer ranges.
  • Safe Pressure: Vanguard's pressure sequences tend to push him back to a range at which most characters cannot comfortably challenge him.
  • Guard Crush Proficiency: Vanguard's Clear Cube awakening passive gives him access to practical block string sequences that can guarantee a Guard Crush at any time if the opponent doesnt use IS. In these situations, Vanguard doesn't need to put himself at risk or even rely on traditional mixups to threaten heavy damage.
  • Hard to Juggle: Vanguard has a notably thin hurtbox when he is launched in the air, forcing some characters to go for more difficult combos or cut combos short to reduce the risk of dropping the combo and getting punished.
  • Limited Normals: While not a particularly big weakness, Vanguard's A and B normals are on the slower side and cannot be chained into Skills, unlike the majority of the cast.
  • Don't Whiff: Most of Vanguard's attacks have a pretty substantial amount of recovery, meaning he is susceptible to dodge rolls when too predictable.
  • Weak Defense: Vanguard's only invincible reversal whiffs on crouching opponents that are spaced correctly, making him susceptible to certain low-profile meaty attacks. Paired with his slow close-range normals, it can be difficult for him to escape pressure.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: DNFD Vanguard Awakening Icon2.png Demonic Lance Awakening

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

MP Skills can be canceled into Inferno Charge, Crescent Slash, Dread Bore, and Behead.

DNFD Clear Cube.png Awakening Effect: Demonic Lance Mastery DNFD DoubleDamage Increase Icon.pngDNFD Vanguard Awakening Icon.png

Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Increases Damage.
Increases the Guard Damage dealt when attacks are blocked by 50%.
Increases White Life damage when attacks are blocked.

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 Mid 9 2 18 -1 none

Vanguard's quickest long range poke, but can be low-profiled. Can cancel into 5AA even on whiff. Decent round-start option and decent meaty after low-advantage knockdowns, such as after Throw or 2M.

Against characters that cannot go under the move without committing to a risky option (such as  Ranger's 2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0), this move becomes a very abusable neutral tool and opens up Vanguard's options when approaching, as the opponent has to consider its threat at all times. As the cherry on top, cancelling to 5B serves as a very consistent confirm, and he has multiple options to keep himself safe if the opponent blocks.

Whiffs against the following characters when crouching, but not guarding:

Whiffs VS  BRZ,  STR,  GRP (Max),  INQ (Far),  SWI,  ENC,  KNO,  DRK
  • Cannot be chained into Skills.

Cancel Options: 5AA[+] 5B, 2B, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
60% -2 20
No results

5AA

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 11 -3 none

Not particularly useful for combos, as it has a pretty horrendous proration value. Where it really shines is as a neutral tool, as it has incredible range and is available on whiff to catch opponents that roll through 5A.

The ability to catch rolls is especially important, as Vanguard is particularly vulnerable to rolls due the large amount of whiff recovery on his other moves.

  • Cannot be chained into Skills.

Cancel Options: 5B, 2B, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
70% -4
No results

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 11 -12 none

One of Vanguard's most versatile attacks as well as a consistent combo starter.

Hits incredibly high up, decently far, and a little behind himself, making it good to throw out in a lot of neutral situations. Including the built-in forward movement, this makes it a very commanding presence in neutral; so much so that despite its immense recovery, the threat of 5B can sometimes become greater than the move itself, allowing Vanguard to get away with options the opponent would normally be ready to challenge.

Does not normally combo into 5M on grounded opponents, requiring 2B to be used first. This cancel connects properly on anti-air or Counter Hit, however, leading to higher damage with just 5B alone.

  • Hits OTG and allows for extending combos after hard knockdowns, especially at far ranges
  • Cannot be chained into Skills.
  • -6 on block with throw cancel.

Cancel Options: 2B, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
75% KD (+3)
No results

2A

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Low 13 -16 none

Extremely long-range low attack. Has a lot of whiff recovery, so it should mainly be used to challenge forward movement or as a combo piece.

If blocked, Vanguard can cancel to 5M~6M or ~4M for a true block string to push them away or a highly rewarding frame trap, respectively. Causes a hard knockdown on Counter Hit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme. Hilariously, the hitbox is so big that it'll even hit some low-crush moves like  Berserker's 4SDNFD Berserker 4S.pngGuardMidStartup25Recovery26Advantage-7.

Unlike 5B, a 5M cancel will connect fully on grounded opponents, though the it may whiff from farther out due to 2B's immense range.

  • Cannot be chained into Skills.
  • -10 on block with throw cancel.

Cancel Options: MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
75% KD (+5)
No results

j.A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 High 8 4 Until landing(+2) none

A fast, long-range air-to-air. Has situational air-to-ground poking advantages due to a reduced hurtbox when compared to j.B, most notably against  Swift Master while Wind TwistDNFD Swift Master 214M.pngGuardAllStartup19 (4M)
19 + 5 Landing (j.4M)
Recovery10Advantage+10
is active.

Has a hitbox closer to Vanguard's body that can hit taller opponents while crouching, though j.B is still preferred for use in Conversion mixups. Whiffs on the same characters crouching as 5A, including  Inquisitor up close.

  • Cannot be chained into Skills.

Cancel Options: j.B, j.M

Proration On-Hit Guard Damage MP Gain Level
70%
No results

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 High 10 6 Until landing(+3) none

An extremely versatile button that covers a wide area. It serves as a good air-to-air and a great deterrent to grounded approaches.

It can be used as an instant-overhead when paired with Conversion, which is one of Vanguard's only real mixup options. While hard to time, it can be very rewarding.

Hits all but the following characters crouching when done meaty:

Whiffs VS  BRZ,  STR,  ENC,  DRK
  • Cannot be chained into Skills.

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
75%
No results

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Side Slash

5S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Mid 18 -4 none

A slow poke with a large disjointed hitbox and a multitude of cancel options on contact. It also serves as an ideal combo starter or punish tool, leading to significant damage anywhere on the screen.

Opponents will often attempt to roll through Vanguard's more committal attacks, such as 5B and 2B, in which case this normal can be used to punish that option heavily. Surprisingly safe on block, making it a good alternative meaty to 5A when far away, providing better cancel options and guard damage. This also makes it an ideal block string ender when needing to save MP.

  • Unique S Chaining: Starting from 5S, 2S, 6S, or 4S, Vanguard can chain into another Skill he has not used before in the chain.

Cancel Options: 2S, 6S, 4S

Proration On-Hit Guard Damage MP Gain Level
80% +1
No results

Cleave: Upper

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 14 -12

Though it has a dead-zone right above Vanguard's head and doesn't reach as far out as 5B, it is much taller. It's a fairly common combo piece, making for some of his most damaging combos when used as a starter, and serving as a launcher to bridge to j.M.

Due to lacking horizontal range, it may whiff in certain Skill block strings, unless used in the correct order. Can be jump cancelled on block or on hit to enforce pressure or extend combos respectively.

  • Unique S Chaining: Starting from 5S, 2S, 6S, or 4S, Vanguard can chain into another Skill he has not used before in the chain.

Cancel Options: 5S, 6S, 4S, Jump

Proration On-Hit Guard Damage MP Gain Level
80% KD (+30)
No results

Cleave: Cut

6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 21 -9 none

Vanguard steps forward while using this move, lending it consistency as a combo part after 5S and also giving it considerably more range than it would initially appear.

It can be used while approaching, though due to the significant forward movement, Vanguard may end up running directly into an attack before 6S becomes active.

  • Cancel Options: 5S, 2S, 4S
  • Unique S Chaining: Starting from 5S, 2S, 6S, or 4S, Vanguard can chain into another Skill he has not used before in the chain.
Proration On-Hit Guard Damage MP Gain Level
80% -4
No results

Cleave: Slash

4S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 20 -10 none

4S has a unique vacuuming effect, pulling opponents closer. This helps close the gap without necessarily having to move forward, which makes for more consistent combos and block strings, especially when paired with 6S.

It also makes for a generally safe meaty after many knockdowns, even being able to avoid some reversals. With proper spacing, it can even avoid those of characters such as  Troubleshooter and  Inquisitor.

  • Unique S Chaining: Starting from 5S, 2S, 6S, or 4S, Vanguard can chain into another Skill he has not used before in the chain.

Cancel Options: 5S, 2S, 6S

Proration On-Hit Guard Damage MP Gain Level
80% 0
No results

Impact Strike

j.S DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50, 40 Mid 25 Until Landing+25 -8~-4 none

Vanguard's main OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." combo extender. As it kills most of his forward momentum, it can be tricky to use to follow up at range, but this can be circumvented by running forward and performing it as an instant-air.

Stalls Vanguard in the air for a fair amount of time, which lets him bait shorter reversals, such as that of  Troubleshooter's. On shallow interactions, it can be cancelled into 4S and used to bait a variety of reversals.
It also serves as a pretty rewarding callout and whiff punish for certain horizontal pokes and forward-moving attacks, as well as functioning as a throw-bait, contributing to Vanguard's strike/throw mixup potential.

Cancel Options: 5S, 2S, 6S, 4S

Proration On-Hit Guard Damage MP Gain Level
80%×2 KD
No results

MP Skills

Brandish

5M

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60,80 Mid 21 -5 none 30

A two-hitting stance move with multi-tool utility for pressure, combo extension, and neutral.

Vanguard enters the Brandish stance, enabling various follow-ups on hit or whiff. Followups are available after 7 frames and for the entire animation afterwards, making the follow-ups available as neutral tools, staggered pressure with varied timing on hit, and as options to contest a whiff punish.

Depending on the starter, it may be necessary to omit the second hit of the move during a combo, as to make follow-ups easier.

Proration On-Hit Guard Damage MP Gain Level
90%×2 0
No results

Inferno Charge

5M during Brandish DNFD Projectile Invincible Icon.pngTemporarily invincible against projectile property attacks

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×3, 40 Mid 20 -1 none 10

The main choice for Guard Break setups due to the sheer amount of Guard Damage and its gap-closing capability. Conversion leaves Vanguard plus enough to make 5S afterwards a gapless block string, letting him continue pressure and enabling gapless 100% Guard Break routes when in Clear Cube Awakening.

  • One of two gapless follow-ups to 5M, alongside 5M~6M.
  • Projectile immune.
  • On hit, can link into 5A, 5B, or 2S.
Proration On-Hit Guard Damage MP Gain Level
90%×4 +8
  • jump cancellable on hit or block
  • +17 on block w jump cancel

Crescent Slash

2M during Brandish DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Dread Bore

6M during Brandish DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×5, 80 Mid 25 -12 none 25

Gapless follow-up and primary combo ender when wanting to conserve resources or from absolute max range. Causes a Hard Knockdown, allowing Vanguard to close in for okizeme.
It also deals significant Guard Damage, allowing it to safely chip at the opponent's Guard, though not to be used to actually Guard Break due to the large amount of pushback.
Can be manually delayed to create a frame trap and catch people trying to mash or jump after pressure. It's so active that it can even catch rolls.

Proration On-Hit Guard Damage MP Gain Level
90%×6 HKD (+45)
No results

Behead

4M during Brandish DNFD Super Armor Icon.pngSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
120 Mid 30 -2 none 30

Has 3 hits of Armor and leads to massive reward on counter-hit, where it causes crumple state on a standing opponent or a wall-bounce on an airborne opponent.

On block, Vanguard is pushed back enough that it safely resets neutral, though it is susceptible to being rolled. As one of Vanguard's win conditions in Clear Cube Awakening is to deal heavy amounts of Guard Damage and set up a Guard Break, Behead is his primary counter against Guard Cancels.
As long as Brandish is active, he can react to Guard Cancel activations with Behead to score a Counter Hit into a massive punish.

Proration On-Hit Guard Damage MP Gain Level
90% -2
No results

Lunge Strike

2M or 623M DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Reversal Icon.pngTemporarily fully invincible

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50, 40, 80 Mid 13 -40 1-?? All 70

Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invincible reversal, it can be low-profiled when the opponent is spaced outside of close range, and thus is risky to use as such.

Due to its range and invincibility, this move acts more as an anti-air that's more difficult to stuff than 5B or 2S, but also leads to lower reward.

  • Pulls the opponent into a cinematic on hit, knocking them down in the same position in front of Vanguard every time.
  • Whiffs against enemies directly above Vanguard.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×2, 50% HKD (+11)
  • reversal

Earthshatter

6M or 236M DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
100, 80 Mid 15 -2 none 50

Extremely fast for its range, allowing it to be used to confirm pokes with lower hitstun like 5AA. Causes a wall bounce on-hit allowing for possible followups anywhere on screen. It also hits OTG to function as a combo ender, or to extend to Demonic InfernoDNFD Vanguard AS.pngGuardMidStartup2+16RecoveryAdvantage-39 if available.

Despite the length of time between the two hits, Earthshatter is gapless and has a ton of pushback, making it generally safe to use even in neutral. Canceling Earthshatter into Conversion can allow Vanguard to run up and pick up with a Skill before the opponent drops to the ground, giving him access to far better combo routes from situations he wouldn't normally be able to capitalize on.

Version Proration On-Hit Guard Damage MP Gain Level
236M 80%, 85%
No results

Devastate

4M or 214M

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×7, 80 Mid 15 -2 none 40

Devastate can frame-trap from most moves and has a very active and large hitbox, reaching well behind Vanguard. Can catch rolls and send the opponent in front of Vanguard if they passed through him.

Most notably, it can be used to extend corner combos into 2S, given enough height. Additionally, when used as a corner combo ender, it gives Vanguard enough advantage to safe-jump with j.B.It is also very safe on block and deals a fair amount of Guard Damage.

While it can be used as a situational anti-air, it is somewhat difficult to justify as it is prone to trading with normals while offering less reward than any of his other three anti-airs.

Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×8 HKD (+37)
No results

Doom Glaive

j.M DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60, 80 Mid 15,16 2,6 Until landing+18 +2 none 45

High damaging combo extender. Can be used after 2S to loop into itself for high damage. It is too slow to act as an air-to-air itself and should instead be used to extend from options with less risk, such as j.B.
For what it's worth, j.M is also plus on block and can therefore allow Vanguard to enact a bit more control. Can also hit OTG, causing a small launch into an immediate second Hard Knockdown.

  • Dash cancellable on-hit, allowing Vanguard to follow-up with 5B reliably or S inputs on opponents launched higher.
Proration On-Hit Guard Damage MP Gain Level
85%×2 HKD (+64)
  • Has a second hit after landing

Awakening Skill

Demonic Inferno

AS DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Colors

DNFD Vanguard Color 1.png
DNFD Vanguard Color 2.png
DNFD Vanguard Color 3.png
DNFD Vanguard Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Vanguard Color 5.png
DNFD Vanguard Color 6.png
DNFD Vanguard Color 7.png
DNFD Vanguard Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

 Vanguard
To edit frame data, edit values in DNFD/Vanguard/Data.
Mechanics
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Archived Information