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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 | 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|24px}}'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. | ||
* 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 |
Revision as of 11:18, 6 February 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Normal Moves
c.L
c.M
c.H
Auto Combo
f.L
f.M
f.H
- 2 hits
- Moves forward a huge distance
2L
2M
2H
2U
j.L
j.M
j.H
One Rift Spear
j6U or j2U
- GBVS Anre OneRiftSpear Forward.png
- GBVS Anre OneRiftSpear Down.png
Unique Action
Arm the Bastion
5U or jU
- GBVS Anre ArmtheBastion Ground.png
LET'S GO JUSTINNN! - Ground edition
- GBVS Anre ArmTheBastion Air.png
Air
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
Universal Mechanics
Ground Throw
Air Throw
Overhead Attack
Special Moves
Rakasha
236X
- GBVS Anre Rakasha.png
- GBVS Anre RakashaExplode.png
- 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
623X or 6S
- GBVS Anre SpiralSpear.png
623L/H
- GBVS Anre SpiralSpearM.png
623M
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 combo from almost any normal, but often won't due to its short range.
623L is inferior to 623M in almost every way, but it can hit crouchers, so it sees use then with the 6H follow-up.
623M has some forward momentum and does more damage than 623L, so it's your midscreen cooldownless combo ender with the 6M follow-up.
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
- GBVS Anre RadianceRuination.png
Radiance Ruination
- GBVS Anre AstralPiercer.png
Astral Piercer
- GBVS Anre PeerlessThrust.png
Peerless Thrust
- GBVS Anre GrandHaste.png
Grand Haste
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.
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.
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.
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
214X or 4S
- GBVS Anre MantraWheel.png
OC move
- M and H versions travel upwards and come back down
- H wallbounces allowing for followups in the corner
Mantra Wheel (Midair)
j214X or j5S
- GBVS Anre MantraWheel Air.png
- Cooldown is tied to the grounded one
Fleeting Spark
[2]8X or 2S
- GBVS Anre FleetingSpark1.png
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. Beats safejumps.
Skybound Art
Astralance: Everto
236236H or 236S
- GBVS Anre AstralanceEverto.png
- GBVS Anre AstralanceEverto2.png
Seven Spears of Lightning
214214H or 214S
- GBVS Anre SevenSpearsofLightning.png
- 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.
Super Skybound Art
Thousand Spear Void
236236U or 236S+U
- GBVS Anre ThousandSpearVoid1.png
Enlightenment = Lasers
- GBVS Anre ThousandSpearVoid2.png
- GBVS Anre ThousandSpearVoid3.png
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •