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Vanguard Vanguard is classified as a Standard type. He is capable of pressuring at long ranges and inflicting massive guard gauge damage. He can uniquely cancel his Special attacks into other Special attacks.
- Full Screen Control: Vanguard has access to many massively 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 mid-range where he cannot be comfortably challenged by characters without sufficient reach.
- Guard Crush Proficiency: Vanguard's passive Awakening buff 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.
- Limited Normals: Vanguard's A and B normals are rather slow, especially at closer ranges, and cannot be chained into S specials unlike the majority of the cast.
- Weak Defense: Vanguard's reversal completely whiffs on crouching enemies, making him susceptible to low profile meaty attacks. Paired with his slow close range normals, it can be difficult for Vanguard to escape pressure.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Increases the Guard Damage dealt when attacks are blocked by 50%.Normal Moves
5A
Vanguard's quickest long range poke, but can be easily low-profiled. Can cancel into 5AA even on whiff. Good round-start option against tall characters and decent pressure starter after knockdowns that don't allow for a meaty S special, such as after Throw or 2M.
Against characters that cannot go under the move without committing to a risky option (such as Ranger's 2SGuardLowStartup18RecoveryAdvantage-12~0), this move becomes a very abusable neutral tool and opens up your 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 you have multiple options to keep yourself safe if they block.
Whiffs against the following characters when crouching, but not guarding:
Berserker, Striker, Grappler (Max), Inquisitor (Far), Swift Master, Enchantress, Kunoichi, Dragon Knight
- Chain Options: 5AA, 5B, 2B
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 | 20 |
5AA
Not particularly useful for combos, as 5A > 5B > 2B > 5M~6M will always do more damage than chains that use this normal. Where it really shines is as a neutral tool, as it has enough range to connect even at the tip of 5A's hitbox, and is also available on whiff to catch opponents that roll through it.
- Chain Options: 5B, 2B
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -4 |
5B
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 you 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 counterhit, however, leading to higher damage with just 5B alone.
- Chain Options: 2B
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | KD (+3) |
2A
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 Conversion mixups or punishing attacks at close-range that Vanguard normally cannot due to his sluggish frame data.
- Chain Options: 5B, 2B
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 |
2B
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, cancel to 5M~6M or 4M for a true blockstring to push them away or a highly rewarding frametrap, respectively. Causes a hard knockdown on counterhit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme.
- Only cancels to MP special moves. Unlike 5B, 5M will connect fully on grounded opponents, though the cancel may whiff from farther out due to 2B's immense range.
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | KD (+5) |
j.A
A useful long-range air-to-air with quick speed.
- 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.
- Chain Options: j.B
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Covers a wide area, allowing it to be used as an anti-air while rising, and can convert into surprisingly consistent damage by using j.M. Also used in rejump combos together with 2S by delaying the j.B as long as possible before touching the ground, and as a Conversion instant overhead due to being only two frames slower than j.A and hitting all crouching opponents, while giving a better combo should it hit.
- Cannot be chained into S specials.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
Leaves you halfscreen at +3, which, while sounding bad on paper, is actually useful for Vanguard due to the range he typically likes to play at.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+4) |
Dodge
- DNFD Vanguard 6G.png
- DNFD Vanguard 6G Hitbox.png
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
Uses 2S's animation, giving it poor horizontal range, but may hit certain characters out of okizeme setups if they are in the air, such as Kunoichi or Troubleshooter.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +10 |
Special Moves
Side Slash
5S
A slow poke with a large hitbox, but has 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, due to its startup eating up much of a roll's invincibility and punishing the vulnerable recovery.
- Despite its size and slow speed, it is surprisingly safe on block, allowing it to be used as an alternative meaty to 5A from far-out knockdowns, providing better cancel options and guard damage at the expense of some frame advantage. This also makes it a good blockstring ender if you don't want to spend MP.
- Chain Options: 6S, 4S, 2S
- Unique S Chaining: Starting from 5S, 6S, 4S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Cleave: Upper
Attacks at a more vertical angle compared to 5B and is jump cancellable on hit, making it fairly easy to confirm, but can struggle to hit directly above Vanguard's head. It's also a common combo piece, serving as a launcher to bridge to Doom Glaive. Due to lacking horizontal range, it may whiff in certain S normal blockstrings, so it's recommended to avoid using it for that purpose unless you're very close.
- Chain Options: 5S, 6S, 4S
- Unique S Chaining: Starting from 5S, 6S, 4S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+30) |
Cleave: Cut
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 a good option to use while approaching, though due to the significant forward movement, you may end up moving directly into a hitbox before it becomes active.
- Chain Options: 5S, 4S, 2S
- Unique S Chaining: Starting from 5S, 4S, 6S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -4 |
Cleave: Slash
As it moves backwards, with judicious use it can pull Vanguard back and whiff punish certain attacks, though it has a hurtbox extension along the lance that makes this difficult. This normal should primarily be used to vacuum opponents in during pressure and combos, usually into 2S for a launch. Note that the vacuum will always affect the opponent's momentum, however; if 4S is used during a corner combo, there is a chance the opponent will fly over Vanguard's head, causing 2S to whiff. This can be avoided by using 4S second in the S chain during a corner combo, using 5S or 6S to end the vacuum effect.
- Chain Options: 5S, 6S, 2S
- Unique S Chaining: Starting from 5S, 4S, 6S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 0 |
Impact Strike
Primarily for combo extension, as it cancels into S specials and hits OTG. Alters your air trajectory, letting neutral- or back-j.S work as a very rewarding callout and whiff punish for certain horizontal pokes and dashing normals. Also functions as a Throw bait.
- Chain Options: 5S, 6S, 4S, 2S
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | KD |
MP Special Moves
Brandish
Vanguard enters the Brandish stance, enabling various follow-ups. The cancel window for follow-ups is rather large, allowing for staggered pressure with varied timing. Depending on the starter, it may be necessary to omit the second hit of the move during a combo and go directly into a follow-up.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 | 0 |
Inferno Charge
Main choice for guard break setups due to dealing multiple hits and leaving Vanguard close to his opponent. Conversion leaves you plus enough to make 5S afterwards a gapless blockstring, letting you continue pressure and enabling gapless 100% guard break routes with Awakening.
- One of two gapless followups to 5M, alongside Dread Bore.
- Projectile immune, but pretty impractical to use for that purpose.
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
Vanguard's best way to access a comboable hard knockdown without a launch from 2S, and as such the most common extender from your A and B normals. As long as hitstun decay isn't high enough for the opponent to tech out before the second hit of 5M, Crescent Slash will always connect.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
85% | HKD (+81) |
Dread Bore
Primary combo ender when spending less on resources or from far pokes, causing a hard knockdown and allowing you to close in for okizeme. It also deals significant guard damage, allowing it to be used to chip at your opponent's guard safely, though not to be used to actually guard break due to its pushback. Gapless if done immediately, but can be manually delayed to create a frame trap and catch people trying to mash or jump after your pressure. It's active long enough that it can even catch rolls.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×6 | HKD (+45) |
Behead
Has 3 hits of armor. Used to call out mashing when Brandish is used during a blockstring, as it crumples on counterhit for a full combo, even if hit at max range. On block, Vanguard is pushed back a considerable range, making it a useful way to reset neutral.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | -2 |
Lunge Strike
Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invulnerable 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 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 all crouchers except Crusader and Lost Warrior point-blank.
- Also whiffs against enemies directly above Vanguard.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 50% | HKD (+11) |
- reversal
Earthshatter
Devastate
When used as a corner combo ender, it gives you enough advantage to safe-jump with j.B.
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 your other three anti airs. On the flipside, it's more active than those alternatives, so if you find your opponent likes to empty jump often, it becomes an option.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×8 | HKD (+37) |
Doom Glaive
Common combo filler, as it causes a hard knockdown close to Vanguard, allowing an OTG pickup with j.S. While it may seem appealing to use as an air-to-air due to its large hitbox, it's a large commitment and should instead be used to extend from options with less risk, such as j.B. Can also hit OTG, causing a small launch into an immediate second hard knockdown.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
85%×2 | HKD (+64) |
- Has a second hit after landing
Awakening Moves
Demonic Inferno
Most common way to combo into it is after EarthshatterGuardMidStartup15RecoveryAdvantage-2. When midscreen you can do it after the first hit, though if your more than a character length away it can whiff. In the corner it works at most ranges, but if close enough it will combo from the second hit as well.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | HKD (+2) |
- 200 minimum damage
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •