|Lore:||One of the two founders of the Eternals; a legendary band of loosely-aligned independent peacekeepers all wielding powerful Revenant Weapons to protect the Sky Realm.|
|Voice:||English: Bill Millsap/Japanese: Ryūsei Nakao|
|Anre is a well rounded character who uses guardpoints, parries, and his Spiral Spear to counter the opponent's offense and set up his own.attacks.|
Anre attacks with cosmic energy. Has very short range. All of Anre's grounded light attacks are 1 frame slower than the standard 5 frames, making Anre weak at mashing out of pressure.
Max range will not combo into any special moves unless on counter hit
- 2 hits
- Moves forward a huge distance
- Special-cancellable on both hits
- Hits low
Not special cancellable
Can cross up but the range is very small
This move is very awkward as a jump-in normal due the angle it is hitting at. When done right off the ground, can anti-air moves, however, 2H is more reliable and can lead to more damage.
Arm the Bastion
5U or jU
LET'S GO JUSTINNN! - Ground edition
Anre is able to act immediately after a successful parry. Anre can either parry again, or act with any normal action. A notable use of this is to parry a hit of an uncancelable attack, such as Charlotta's Sword of Lumiel, and then hit the opponent before the subsequent hit of their attack comes out. c.H is too slow to counter some attacks, but c.L and c.M are fast enough.
- Opponent appears to be stuck in a form of hitstop on parry while Anre is able to act.
- is a Parry, can do it consecutively with timing
One Rift Spear
j6U or j2U
Anre's "laser", an invaluable neutral tool for controlling space. Pressing any attack button on hit only will do a followup detonation. Said follow-up does 400 damage from 236M and 500 from 236L/H.
- L Version
236L is always safe on block due to pushback. Useful for frame traps at a distance, or just for throwing out in neutral as it's much faster than 236M and doesn't cost a cooldown. Combos from f.M and 2M on CH.
- M Version
236M is extremely slow but also extremely advantageous, and the follow-up launches for a combo in the corner. Very interruptible if used as a pressure reset, but can be used as a meaty and in some CH 2H anti-air combos.
- H Version
236H is the fastest of the three and still quite advantageous on block. It can be used to end or extend combos from full autocombo or f.H, and also to extend pressure.
623X or 6S
Very fast special that can be used to beat fireballs, but generally worse than Anre's other anti-fireball tools for that purpose. Combo filler that can connect from almost any normal but often won't reach due to its short range.
- L Version
623L is inferior to 623M in almost every way, but it can hit crouchers, so it sees use then with the 6H follow-up.
- M Version
623M has some forward momentum and does more damage than 623L, so it's your midscreen cooldownless combo ender with the 6M follow-up.
- H Version
623H is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than 623M but doesn't move quickly enough to combo from f.M or 2M in most situations.
Spiral Spear Followups
Spiral Spear > 6L/M/H/U
- Radiance Ruination
623X-6L travels till it hits a target. It pushes Anre too far out for even Belial 2L to punish, so it sees use as a safe pressure ender after 623L. It can also be delayed to frame trap.
- Astral Piercer
623X-6M does slightly more damage than the 6L follow-up and knocks down, making it useful as a combo ender if not used from 623H. Can also be delayed to frame trap.
- Peerless Thrust
623X-6H is a low and wallbounces when used from 623H, allowing followups in the corner. It also wallbounces on 623L and 623M on CH, so it can be used as a high-risk, high-reward frametrap, but it won't combo from 623L or 623M unless the opponent is crouching.
- Grand Haste
623X-6U is a command dash. It's always unsafe, but it can be used to reset pressure if your opponent is expecting one of the other follow-ups.
214X or 4S
- M and H versions travel upwards and come back down
- H wallbounces allowing for followups in the corner
- All versions are safe but will end your turn in pressure
j214X or j5S
- Cooldown is tied to the grounded one.
It's a divekick, but he also has one with j.U.
8X or 2S
Anre's parry. Follow-up will occur whether or not Anre is hit, but will occur much earlier if he is. All versions leave a significant gap between parry and follow-up active frames if not activated, where Anre will be in CH state.
- L Parry
8L's follow-up is a short jab. Despite its fast startup, its low range and frame advantage mean you'll probably use it the least of the three. Parry active on frame 3.
- M Parry
8M's follow-up is a long-ranged thrust with Anre's spear, and can be spaced to be safe on block. Very useful in certain matchups. Parry active on frame 3.
- H Parry
8H's follow-up combines both, and tracks to the opponent up to a certain distance. It also functions as Anre's only true meterless reversal, as its parry is active on frame 1. Very useful in neutral as a punish tool but not an outstanding reversal. Beats safejumps.
236236H or 236S
- Bits will travel full screen
Seven Spears of Lightning
214214H or 214S
- Each bit will fly off when a M or H normal make contact with the opponent. Best in the corner, where it grants him oppressive looping pressure with enhanced c.M.
- Bits will do chip damage
Super Skybound Art
Thousand Spear Void
236236U or 236S+U
- Full screen projectile
- Only close range hit will trigger the cinematic for more damage
- Can be super jumped, dodged, or roll to avoid
|To edit frame data, edit values in GBVS/Anre/Data.|
Click [★] for character's full frame data