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==Overview== | |||
{{ | {{GBVS/CharacterLinks}} | ||
= | <div id="home-content" class="home-grid"> | ||
{{Overview | {{card|width=4 | ||
| | |header=Overview | ||
|content=Anre is an all-rounder character whose [[GBVS/Anre#Spiral Spear|Spiral Spear]] and [[GBVS/Anre#Arm the Bastion|Arm the Bastion]] give him tricky ways to bypass the opponent's gameplan and set up his own offense. | |||
}} | |||
{{GBVS/Infobox}} | |||
{{ProsAndCons | |||
|intro=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. | |||
| | |||
| pros = | | pros = | ||
* '''Strong neutral:''' Anre's long pokes and specials such as 236X, 623X~6L, and [2]8X combine to give him one of the most solid neutral games of the cast. | * '''Strong neutral:''' Anre's long pokes and specials such as 236X, 623X~6L, and [2]8X combine to give him one of the most solid neutral games of the cast. | ||
Line 21: | Line 20: | ||
* '''Weak to rushdown:''' Anre's great mid-to-long range game is offset by his poor close-range game, and he can find matchups against rushdown characters stifling. | * '''Weak to rushdown:''' Anre's great mid-to-long range game is offset by his poor close-range game, and he can find matchups against rushdown characters stifling. | ||
}} | }} | ||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|c.L}}</big>=== | ===<big>{{clr|1|c.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.L | |||
|description= | |||
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. | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|c.M}}</big>=== | |||
{{ | {{GBVS Move Card|game=GBVS | ||
|input=c.M | |||
|description= | |||
}} | }} | ||
===<big>{{clr|3|c.H}}</big>=== | ===<big>{{clr|3|c.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.H | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Auto Combo</big>=== | ===<big>Auto Combo</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.XX,c.XXX | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|1|f.L}}</big>=== | ===<big>{{clr|1|f.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.L | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|f.M}}</big>=== | ===<big>{{clr|2|f.M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.M | |||
|description= | |||
Max range will not combo into any special moves unless on counter hit | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|3|f.H}}</big>=== | ===<big>{{clr|3|f.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
*2 hits | *2 hits | ||
*Moves forward a huge distance | *Moves forward a huge distance | ||
*Special-cancellable on both hits | *Special-cancellable on both hits | ||
}} | |||
===<big>{{clr|1|2L}}</big>=== | ===<big>{{clr|1|2L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2L | |||
|description= | |||
*Hits low | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|2M}}</big>=== | ===<big>{{clr|2|2M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2M | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|3|2H}}</big>=== | ===<big>{{clr|3|2H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2H | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|4|2U}}</big>=== | ===<big>{{clr|4|2U}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2U | |||
|description= | |||
Not special cancellable | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|1|j.L}}</big>=== | ===<big>{{clr|1|j.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.L | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|j.M}}</big>=== | ===<big>{{clr|2|j.M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.M | |||
|description= | |||
Can cross up but the range is very small | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|3|j.H}}</big>=== | ===<big>{{clr|3|j.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.H | |||
|description= | |||
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, {{clr|3|2H}} is more reliable and can lead to more damage. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==Unique Action== | ==Unique Action== | ||
===<big>Arm the Bastion</big>=== | ===<big>Arm the Bastion</big>=== | ||
{{InputBadge|{{clr|4|5U}}}} or {{InputBadge|{{clr|4|j.U}}}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=5U,j.U | |||
|versioned=input | |||
|description= | |||
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 {{Character Label|GBVS|Charlotta}}'s [[GBVS/Charlotta#Sword of Lumiel|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. | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
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 {{Character Label|GBVS|Charlotta | |||
* Opponent appears to be stuck in a form of hitstop on parry while Anre is able to act. | * 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 | *is a Parry, can do it consecutively with timing | ||
}} | |||
===<big>One Rift Spear</big>=== | ===<big>One Rift Spear</big>=== | ||
{{InputBadge|{{clr|4|j.6U}}}} or {{InputBadge|{{clr|4|j.2U}}}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=j.6U,j.2U | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=LU | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.LU | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Overhead Attack</big>=== | ===<big>Overhead Attack</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=MH | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
===<big>Rakshasa</big>=== | ===<big>Rakshasa</big>=== | ||
{{Micon|1}} | {{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=236L,236M,236H,236X-X | |||
|versioned=input | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
Anre's "laser", an invaluable neutral tool for controlling space. Cancels out projectiles while Anre stabs forwards with the spear, making it a great anti-fireball tool. 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. | Anre's "laser", an invaluable neutral tool for controlling space. Cancels out projectiles while Anre stabs forwards with the spear, making it a great anti-fireball tool. 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. | ||
---- | ---- | ||
Line 592: | Line 180: | ||
;H Version | ;H Version | ||
{{clr|3|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 {{clr|3|f.H}}, and also to extend pressure. | {{clr|3|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 {{clr|3|f.H}}, and also to extend pressure. | ||
}} | |||
===<big>Spiral Spear</big>=== | ===<big>Spiral Spear</big>=== | ||
{{Micon|10}} | {{Micon|10}} {{InputBadge|623X}} or {{InputBadge|6S}}{{GBVS Move Card|game=GBVS | ||
|input=623L,623M,623H | |||
|versioned=input | |||
|description= | |||
| | |||
| | |||
| | |||
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. | 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. | ||
---- | ---- | ||
Line 634: | Line 197: | ||
;H Version | ;H Version | ||
{{clr|3|623H}} is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than {{clr|2|623M}} but doesn't move quickly enough to combo from {{clr|2|f.M}} or {{clr|2|2M}} in most situations. | {{clr|3|623H}} is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than {{clr|2|623M}} but doesn't move quickly enough to combo from {{clr|2|f.M}} or {{clr|2|2M}} in most situations. | ||
}} | |||
===<big>Spiral Spear Followups</big>=== | ===<big>Spiral Spear Followups</big>=== | ||
{{InputBadge|Spiral Spear > 6{{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|U}}}} {{GBVS Move Card|game=GBVS | |||
|input=623X-6L,623X-6M,623X-6H,623X-6U | |||
|versioned=input | |||
|description= | |||
;Radiance Ruination {{InputBadge|623X-{{clr|1|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. | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
;Radiance Ruination | |||
623X-{{clr|1|6L}} | |||
---- | ---- | ||
;Astral Piercer | ;Astral Piercer {{InputBadge|623X-{{clr|2|6M}}}} | ||
623X-{{clr|2|6M}} | Does slightly more damage than the 6L follow-up and knocks down, making it useful as a combo ender if not used from {{clr|3|623H}}. Can also be delayed to frame trap. | ||
---- | ---- | ||
;Peerless Thrust | ;Peerless Thrust {{InputBadge|623X-{{clr|3|6H}}}} | ||
623X-{{clr|3|6H}} | Low and wallbounces when used from {{clr|3|623H}}, allowing followups in the corner. It also wallbounces on {{clr|1|623L}} and {{clr|2|623M}} on CH, so it can be used as a high-risk, high-reward frametrap, but it won't combo from {{clr|1|623L}} or {{clr|2|623M}} unless the opponent is crouching. | ||
---- | ---- | ||
;Grand Haste | ;Grand Haste {{InputBadge|623X-{{clr|4|6U}}}} | ||
623X-{{clr|4|6U}} | 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. | ||
}} | |||
===<big>Mantra Wheel</big>=== | ===<big>Mantra Wheel</big>=== | ||
{{Micon|6}} | {{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=214L,214M,214H | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
* {{clr|2|M}} and {{clr|3|H}} versions travel upwards and come back down | * {{clr|2|M}} and {{clr|3|H}} versions travel upwards and come back down | ||
* {{clr|3|H}} wallbounces allowing for followups in the corner | * {{clr|3|H}} wallbounces allowing for followups in the corner | ||
* All versions are safe but will end your turn in pressure | * All versions are safe but will end your turn in pressure | ||
}} | |||
===<big>Mantra Wheel (Midair)</big>=== | ===<big>Mantra Wheel (Midair)</big>=== | ||
{{Micon|6}} | {{Micon|6}} {{InputBadge|j.214X}} or {{InputBadge|j.5S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.214L,j.214M,j.214H | |||
|versioned=input | |||
|description= | |||
{ | |||
{ | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
* Cooldown is tied to the grounded one. | * Cooldown is tied to the grounded one. | ||
It's a divekick, but he also has one with j.U. | It's a divekick, but he also has one with j.U. | ||
}} | |||
===<big>Fleeting Spark | ===<big>Fleeting Spark</big>=== | ||
{{Micon|9}} {{InputBadge|[2]8X}} or {{InputBadge|2S}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=[2]8L,[2]8M,[2]8H | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
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. | 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. | ||
---- | ---- | ||
Line 790: | Line 254: | ||
;H Parry | ;H Parry | ||
{{clr|3|[2]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. | {{clr|3|[2]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. | ||
}} | |||
==Skybound Art== | ==Skybound Art== | ||
===<big>Astralance: Everto</big>=== | ===<big>Astralance: Everto</big>=== | ||
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=236236H | |||
|description= | |||
*Bits will travel full screen | |||
{| | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Seven Spears of Lightning</big>=== | ===<big>Seven Spears of Lightning</big>=== | ||
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=214214H | |||
|description= | |||
{| | |||
{{ | |||
| | |||
| | |||
| | |||
*Each bit will fly off when a {{clr|2|M}} or {{clr|3|H}} normal make contact with the opponent. Best in the corner, where it grants him oppressive looping pressure with enhanced {{clr|2|c.M}}. | *Each bit will fly off when a {{clr|2|M}} or {{clr|3|H}} normal make contact with the opponent. Best in the corner, where it grants him oppressive looping pressure with enhanced {{clr|2|c.M}}. | ||
*Bits will do chip damage | *Bits will do chip damage | ||
}} | |||
==Super Skybound Art== | ==Super Skybound Art== | ||
===<big>Thousand Spear Void</big>=== | ===<big>Thousand Spear Void</big>=== | ||
{{InputBadge|{{clr|4|236236U}}}} </span> or {{InputBadge|236S+U}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=236236U | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
*Full screen projectile | *Full screen projectile | ||
*Only close range hit will trigger the cinematic for more damage | *Only close range hit will trigger the cinematic for more damage | ||
*Can be super jumped, dodged, or roll to avoid | *Can be super jumped, dodged, or roll to avoid | ||
}} | |||
==Colors== | ==Colors== | ||
Line 870: | Line 289: | ||
{{GBVSweapons|Size=120|Character=Anre}} | {{GBVSweapons|Size=120|Character=Anre}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GBVS|Anre|58px}}</center> | <center>{{Character Label|GBVS|Anre|size=58px}}</center> | ||
{{ | {{GBVS/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GBVS/Navigation}} | ||
[[category:GBVS Characters]] | [[category:GBVS Characters]] |
Latest revision as of 14:45, 1 March 2024
Overview
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.
- Strong neutral: Anre's long pokes and specials such as 236X, 623X~6L, and [2]8X combine to give him one of the most solid neutral games of the cast.
- Cooldown cycling: With two fast and versatile launching specials, Anre has no trouble at all converting off hits in the corner.
- Air game: j.214X, j.U, and j.2/6U make Anre a nightmare to anti-air.
- Fleeting Spark: [2]8H being a near-fullscreen, frame 1 parry allows for punishes exclusive to Anre.
- Freeza: Freeza
- Weak defense: Anre's slow buttons make defending harder for him than the average character, and punishing certain moves on block can be impossible for him. In addition, Fleeting Spark is fairly exploitable as a reversal despite being great in neutral.
- Low reward: Despite f.M and 2M being great pokes, Anre often cannot convert from them on normal hit.
- Weak to rushdown: Anre's great mid-to-long range game is offset by his poor close-range game, and he can find matchups against rushdown characters stifling.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 6 | +2 | +6 |
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.
Level | Attribute |
---|---|
0 |
c.M
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 11 | 6 | 15 | -2 | +2 |
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 350 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 280 | Mid | 12 | 3 | 18 | -4 | 0 |
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 10 | 5 | 16 | -6 | -2 |
Max range will not combo into any special moves unless on counter hit
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
500+500 | Mid | 21 | 3, 3 | 17 | -3 | +1 |
- 2 hits
- Moves forward a huge distance
- Special-cancellable on both hits
Level | Attribute |
---|---|
3 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 6 | +2 | +6 |
- Hits low
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 11 | 3 | 15 | -3 | +1 |
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 11 | 6 | 23 | -12 | -8 |
Level | Attribute |
---|---|
3 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 10 | 14 | 15 | -14 | HKD |
Not special cancellable
Level | Attribute |
---|---|
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 5 | Until L | 0 |
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
550 | High/Air | 6 | 6 | Until L |
Can cross up but the range is very small
Level | Attribute |
---|---|
1 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 9 | 6 | Until L |
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.
Level | Attribute |
---|---|
2 |
Unique Action
Arm the Bastion
5U or j.U
LET'S GO JUSTINNN! - Ground edition
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U | 5 | 15 | 21 | |||||
j.U | 3 | 18 | Until L+16 |
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
Version | Level | Attribute |
---|---|---|
5U | ||
j.U |
5U:
j.U:
One Rift Spear
j.6U or j.2U
Universal Mechanics
Ground Throw
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Airthrow | 5 | 5 | Until L+6 |
Level | Attribute |
---|---|
Overhead Attack
Special Moves
Rakshasa
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 22 | 4 | 22 | -5 | -1 | |
236M | 1000 | All | 40 | 4 | 13 | +8 | +12 | |
236H | 800 | All | 20 | 4 | 17 | +4 | +8 | |
236X-X | 500[400] | N/A | N/A | KD |
Anre's "laser", an invaluable neutral tool for controlling space. Cancels out projectiles while Anre stabs forwards with the spear, making it a great anti-fireball tool. 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.
Version | Level | Attribute |
---|---|---|
236L | ||
236M | ||
236H | ||
236X-X |
236L:
236M:
236H:
236X-X:
Spiral Spear
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 100×4 | All | 11 | 3,3,3,3 | 15 | -3 | +1 | |
623M | 100×5 | All | 11 | 3,3,3,3,3 | 15 | -3 | +1 | |
623H | 75×8 | All | 11 | 3,3,3,3,3,3,3,3 | 12 | 0 | +4 |
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.
Version | Level | Attribute |
---|---|---|
623L | ||
623M | ||
623H |
623L:
623M:
- Whiffs on crouching opponents
623H:
Spiral Spear Followups
Spiral Spear > 6L/M/H/U
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623X-6L | 700 | All | 14 | Total 40 | -5 | -1 | ||
623X-6M | 800 | All | 13 | 3 | 20 | -6 | KD | |
623X-6H | 1100 | Low | 17 | 12 | 17 | -12 | KD | |
623X-6U | N/A | Total 26 | -12 | -8 |
- 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
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
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.
Version | Level | Attribute |
---|---|---|
623X-6L | ||
623X-6M | ||
623X-6H | ||
623X-6U |
623X-6L:
623X-6M:
623X-6H:
623X-6U:
Mantra Wheel
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 200×4 | All | 14 | 3,3,3,3 | 16 | -4 | 0 | |
214M | 120×10 | All | 20 | 3,3,3,3,3,3,3,3,3,4 | 16 | -3 | KD | |
214H | 100x10 | All | 16 | 3,3,3,3,3,3,3,3,3,4 | 15 | -2 | HKD |
- 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
Version | Level | Attribute |
---|---|---|
214L | ||
214M | ||
214H |
214L:
214M:
214H:
Mantra Wheel (Midair)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
j.214L | 200×N | All | 14 | 3×N | 14 | |||
j.214M | 200×N | All | 28 | 3×N | 13 | |||
j.214H | 200×N | All | 14 | 3×N | 12 |
- Cooldown is tied to the grounded one.
It's a divekick, but he also has one with j.U.
Version | Level | Attribute |
---|---|---|
j.214L | ||
j.214M | ||
j.214H |
j.214L:
j.214M:
j.214H:
Fleeting Spark
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
[2]8L | 700 | All | 3[29] | -6 | -2, +2 on CH | 3~14 Catch | ||
[2]8M | 1200 | All | 3[37] | -10 | KD | 3~14 Catch | ||
[2]8H | 600, 800 | All | 1[30] | -10 | HKD | 1~21 Catch |
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
[2]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
[2]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
[2]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.
Version | Level | Attribute |
---|---|---|
[2]8L | ||
[2]8M | ||
[2]8H |
[2]8L:
[2]8M:
[2]8H:
Skybound Art
Astralance: Everto
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3500 | Mid | 13 | 52 | -22 | HKD | 1~15 All |
- Bits will travel full screen
Level | Attribute |
---|---|
- Clash level: 20 (Easy), 25 (Technical)
Seven Spears of Lightning
214214H or 214S
Super Skybound Art
Thousand Spear Void
236236U or 236S+U
Colors