GBVS/Anre: Difference between revisions

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*Pressing any attack button on hit only will do a followup detonation
*Pressing any attack button on hit only will do a followup detonation. Follow-up does 400 damage from 236M and 500 from 236L/H.
Anre's "laser", an invaluable neutral tool for controlling space.
 
{{clr|1|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 {{clr|3|236M}} and doesn't cost a cooldown. Combos from {{clr|3|f.M}} and {{clr|3|2M}} on CH.
 
{{clr|3|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 {{clr|4|2H}} anti-air combos.
 
{{clr|4|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|4|f.H}}, or to extend pressure.
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Revision as of 15:38, 27 January 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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.

Lore:One of the two founders of the Eternals; a legendary band of loosely-aligned independent peacekeepers all wielding powerful Revenant Weapons to protect all of Sky Realm.
Voice:English: Bill Millsap/Japanese: Ryūsei Nakao

 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.

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.

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

One Rift Spear

j6U or j2U

Unique Action

Arm the Bastion

5U or jU

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Rakasha 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
L
M
H
236X-X

  • Pressing any attack button on hit only will do a followup detonation. Follow-up does 400 damage from 236M and 500 from 236L/H.

Anre's "laser", an invaluable neutral tool for controlling space.

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.

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.

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, or to extend pressure.

Spiral Spear GBVS Flurry.png

623X or 6S

Sprial Spear Followups

Spiral Spear > 6L/M/H/U

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
L
M
H

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.

[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.

[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.

[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.

Skybound Art

Astralance: Everto

236236H or 236S

Seven Spears of Lightning

214214H or 214S

Super Skybound Art

Thousand Spear Void

236236U or 236S+U

External References

Navigation

To edit frame data, edit values in GBVS/Anre/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.