GBVS/Anre: Difference between revisions

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GBVS_Anre_SpiralSpear.png| 623{{clr|1|L}}/{{clr|3|H}}
GBVS_Anre_SpiralSpear.png| 623{{clr|1|L}}/{{clr|3|H}}
GBVS_Anre_SpiralSpearM.png| 623{{clr|2|M}}
GBVS_Anre_SpiralSpearM.png| 623{{clr|2|M}}
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GBVS_Anre_MantraWheel.png|OC move
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Revision as of 15:38, 17 August 2022


Overview
Overview

Anre is an all-rounder character whose Spiral Spear and Arm the Bastion give him tricky ways to bypass the opponent's gameplan and set up his own offense.

 Anre  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.

Pros
Cons
  • 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.
GBVS Anre Nameplate.png
GBVS Anre Portrait.png
Health
10000
Prejump
4F
Backdash
Backshift
High Recovery (30f)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

Unique Action

Arm the Bastion

5U or jU

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. 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

One Rift Spear

j6U or j2U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Rakshasa

GBVS Fireball.png 236X

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. 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.

Spiral Spear

GBVS Flurry.png 623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. 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.

Spiral Spear Followups

Spiral Spear > 6L/M/H/U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. 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 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.

Mantra Wheel

GBVS Charge.png 214X or 4S

Mantra Wheel (Midair)

GBVS Charge.png j214X or j5S

Fleeting Spark GBVS Strike.png

[2]8X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. 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.

Skybound Art

Astralance: Everto

236236H or 236S

Seven Spears of Lightning

214214H or 214S

Super Skybound Art

Thousand Spear Void

236236U or 236S+U

Colors

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


External References

Navigation

 Anre
To edit frame data, edit values in GBVS/Anre/Data.