GBVS/Anre: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{Overview
| overview = 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.
| overview = 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.
| 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.  
| 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.  

Revision as of 06:23, 27 August 2021


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

One Rift Spear

j6U or j2U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Rakshasa

GBVS Fireball.png 236X

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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
6L

Template:TestAttackData-GBVS

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

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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

External References

Anre Match Video Database

Navigation

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