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{{#lst:{{PAGENAME}}/Data|Links}} | |||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{ | {{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. | |||
| 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. | |||
| summary = 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 = | ||
| lore = One of the two founders of the Eternals; a legendary band of loosely-aligned independent peacekeepers all wielding powerful Revenant Weapons to protect | |||
| | |||
| 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. | ||
* '''Cooldown cycling:''' With two fast and versatile launching specials, Anre has no trouble at all converting off hits in the corner. | * '''Cooldown cycling:''' With two fast and versatile launching specials, Anre has no trouble at all converting off hits in the corner. | ||
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* '''Low reward:''' Despite f.M and 2M being great pokes, Anre often cannot convert from them on normal hit. | * '''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. | * '''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. | ||
| voice_actor = English: Bill Millsap/Japanese: Ryūsei Nakao | |||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="c.L" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
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. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr|3|c.M}}</big>=== | ===<big>{{clr|3|c.M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="c.M" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="c.H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_GBVS | ||
{{ | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
|- | |where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX") | ||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr|1|f.L}}</big>=== | ===<big>{{clr|1|f.L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="f.L" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="f.M" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
Max range will not combo into any special moves unless on counter hit | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr|4|f.H}}</big>=== | ===<big>{{clr|4|f.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="f.H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
*2 hits | *2 hits | ||
*Moves forward a huge distance | |||
*Special-cancellable on both hits | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="2L" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
*Hits low | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr|3|2M}}</big>=== | ===<big>{{clr|3|2M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="2M" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="2H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="2U" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
Not special cancellable | |||
</div> | </div> | ||
===<big>{{clr|1|j.L}}</big>=== | ===<big>{{clr|1|j.L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="j.L" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
Line 248: | Line 293: | ||
<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="j.M" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
Can cross up but the range is very small | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr|4|j.H}}</big>=== | ===<big>{{clr|4|j.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="j.H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
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|4|2H}} is more reliable and can lead to more damage. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
<span class="input-badge">'''{{clr|2| | ==Unique Action== | ||
===<big>Arm the Bastion</big>=== | |||
<span class="input-badge">'''{{clr|2|5U}}''' or '''{{clr|2|jU}}'''</span> | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GBVS_Anre_ArmtheBastion_Ground.png|[https://www.youtube.com/watch?v=JzS96auqau0 LET'S GO JUSTINNN!] - Ground edition | |||
GBVS_Anre_ArmTheBastion_Air.png|Air | |||
</gallery> | </gallery> | ||
</div> | </div> | ||
<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and (input="5U" or input="j.U") | |||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
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. | |||
*is a Parry, can do it consecutively with timing | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>One Rift Spear</big>=== | |||
===<big> | <span class="input-badge">'''{{clr|2|j6U}}''' or '''{{clr|2|j2U}}'''</span> | ||
<span class="input-badge">'''{{clr|2| | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GBVS_Anre_OneRiftSpear_Forward.png| | |||
GBVS_Anre_OneRiftSpear_Down.png| | |||
</gallery> | </gallery> | ||
</div> | </div> | ||
<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_GBVS | ||
{{ | |fields=damage,guard,startup,active,recovery,onBlock,onHit | ||
|- | |where=chara="{{SUBPAGENAME}}" and input="j.6U" | ||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="LU" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="j.LU" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="MH" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the divs--> | |||
</div> | </div> | ||
</div> | </div> | ||
==Special Moves== | ==Special Moves== | ||
===<big> | ===<big>Rakshasa</big>=== | ||
<span class="input-badge">'''236X'''</span> | {{Micon|1}} <span class="input-badge">'''236X'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_GBVS | |||
{{# | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="236X-X") | ||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
|- | }} | ||
| | |||
|} | |} | ||
==== ==== | ==== ==== | ||
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 | |||
{{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|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. | ||
---- | |||
;M Version | |||
{{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|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}}, | ;H Version | ||
{{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}}, and also to extend pressure. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>Spiral Spear | ===<big>Spiral Spear</big>=== | ||
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span> | {{Micon|10}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_GBVS | |||
{{# | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H") | ||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
{{ | |delimiter=\n{{!}}-\n | ||
|- | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
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 | 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 | |||
{{clr|1|623L}} is inferior to {{clr|1|623M}} in almost every way, but it can hit crouchers, so it sees use then with the 6H follow-up. | {{clr|1|623L}} is inferior to {{clr|1|623M}} in almost every way, but it can hit crouchers, so it sees use then with the 6H follow-up. | ||
---- | |||
;M Version | |||
{{clr|3|623M}} has some forward momentum and does more damage than {{clr|1|623L}}, so it's your midscreen cooldownless combo ender with the 6M follow-up. | {{clr|3|623M}} has some forward momentum and does more damage than {{clr|1|623L}}, so it's your midscreen cooldownless combo ender with the 6M follow-up. | ||
---- | |||
;H Version | |||
{{clr|4|623H}} is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than {{clr|3|623M}} but doesn't move quickly enough to combo from {{clr|3|f.M}} or {{clr|3|2M}} in most situations. | {{clr|4|623H}} is used primarily in Anre's corner combos as it wallbounces with the 6H follow-up. Goes slightly farther than {{clr|3|623M}} but doesn't move quickly enough to combo from {{clr|3|f.M}} or {{clr|3|2M}} in most situations. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>Spiral Spear Followups</big>=== | ||
<span class="input-badge">'''Spiral Spear > 6{{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}/{{clr|2|U}}'''</span> | <span class="input-badge">'''Spiral Spear > 6{{clr|1|L}}/{{clr|3|M}}/{{clr|4|H}}/{{clr|2|U}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
Line 451: | Line 527: | ||
<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{AttackVersion|name=6L}} | {{AttackVersion|name=6L}} | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
| | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
|where=chara="{{SUBPAGENAME}}" and (input="623X-6L" or input="623X-6M" or input="623X-6H" or input="623X-6U") | |||
{{ | |format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |||
}} | |||
| | |||
{{ | |||
|} | |} | ||
==== ==== | ==== ==== | ||
;Radiance Ruination | |||
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. | 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. | ||
---- | |||
;Astral Piercer | |||
623X-{{clr|3|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|4|623H}}. Can also be delayed to frame trap. | 623X-{{clr|3|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|4|623H}}. Can also be delayed to frame trap. | ||
---- | |||
;Peerless Thrust | |||
623X-{{clr|4|6H}} is a low and wallbounces when used from {{clr|4|623H}}, allowing followups in the corner. It also wallbounces on {{clr|1|623L}} and {{clr|3|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|3|623M}} unless the opponent is crouching. | 623X-{{clr|4|6H}} is a low and wallbounces when used from {{clr|4|623H}}, allowing followups in the corner. It also wallbounces on {{clr|1|623L}} and {{clr|3|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|3|623M}} unless the opponent is crouching. | ||
---- | |||
;Grand Haste | |||
623X-{{clr|2|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. | 623X-{{clr|2|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. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Mantra Wheel | ===<big>Mantra Wheel</big>=== | ||
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span> | {{Micon|6}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_GBVS | |||
{{# | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H") | ||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
{{ | |delimiter=\n{{!}}-\n | ||
|- | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
*{{clr|3|M}} and {{clr|4|H}} versions travel upwards and come back down | * {{clr|3|M}} and {{clr|4|H}} versions travel upwards and come back down | ||
*{{clr|4|H}} wallbounces allowing for followups in the corner | * {{clr|4|H}} wallbounces allowing for followups in the corner | ||
* All versions are safe but will end your turn in pressure | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>Mantra Wheel (Midair) | ===<big>Mantra Wheel (Midair)</big>=== | ||
<span class="input-badge">'''j214X'''</span> or <span class="input-badge">'''j5S'''</span> | {{Micon|6}} <span class="input-badge">'''j214X'''</span> or <span class="input-badge">'''j5S'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 514: | Line 588: | ||
<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_GBVS | ||
{{ | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
|where=chara="{{SUBPAGENAME}}" and (input="j.214L" or input="j.214M" or input="j.214H") | |||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
|- | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
*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. | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_GBVS | ||
{{ | |fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit | ||
|where=chara="{{SUBPAGENAME}}" and (input="[2]8L" or input="[2]8M" or input="[2]8H") | |||
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
|- | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
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. | ||
---- | |||
;L Parry | |||
{{clr|1|[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. | {{clr|1|[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 | |||
{{clr|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. | {{clr|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. | ||
---- | |||
{{clr|4|[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. | ;H Parry | ||
{{clr|4|[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. | |||
</div> | </div> | ||
</div> | </div> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="236236H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
*Bits will travel full screen | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>Seven Spears of Lightning</big>=== | ===<big>Seven Spears of Lightning</big>=== | ||
<span class="input-badge">'''{{clr|4|214214H}}'''</span> or <span class="input-badge">'''214S'''</span> | <span class="input-badge">'''{{clr|4|214214H}}'''</span> or <span class="input-badge">'''214S'''</span> | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="214214H" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
*Each bit will fly off when a {{clr|3|M}} or {{clr|4|H}} normal make contact with the opponent | *Each bit will fly off when a {{clr|3|M}} or {{clr|4|H}} normal make contact with the opponent. Best in the corner, where it grants him oppressive looping pressure with enhanced {{clr|3|c.M}}. | ||
*Bits will do chip damage | |||
</div> | </div> | ||
</div> | </div> | ||
Line 606: | Line 691: | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GBVS_Anre_ThousandSpearVoid1.png| | GBVS_Anre_ThousandSpearVoid1.png| Enlightenment = Lasers | ||
GBVS_Anre_ThousandSpearVoid2.png| | GBVS_Anre_ThousandSpearVoid2.png| | ||
GBVS_Anre_ThousandSpearVoid3.png| | GBVS_Anre_ThousandSpearVoid3.png| | ||
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<div class="attack-info"> | <div class="attack-info"> | ||
{| class="wikitable attack-data" | {| class="wikitable attack-data" | ||
{{ | {{FrameDataHeader-GBVS}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_GBVS | ||
|fields=damage,guard,startup,active,recovery,onBlock,onHit | |||
|where=chara="{{SUBPAGENAME}}" and input="236236U" | |||
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
*Full screen projectile | |||
*Only close range hit will trigger the cinematic for more damage | |||
*Can be super jumped, dodged, or roll to avoid | |||
</div> | </div> | ||
</div> | </div> | ||
==Colors== | |||
{{GBVSColors|Size=120|Character=Anre}} | |||
{{GBVSweapons|Size=120|Character=Anre}} | |||
<br style="clear:both;"/> | |||
==External References== | ==External References== | ||
[https://gbvs.keeponrock.in/#/?p1chars=uno Anre Match Video Database] | |||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]] | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{Navbar-GBVS}} | {{Navbar-GBVS}} |
Revision as of 16:28, 23 October 2021
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.
- 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
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.
c.M
c.H
Auto Combo
f.L
f.M
Max range will not combo into any special moves unless on counter hit
f.H
- 2 hits
- Moves forward a huge distance
- Special-cancellable on both hits
2L
- Hits low
2M
2H
2U
Not special cancellable
j.L
j.M
Can cross up but the range is very small
j.H
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.
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
One Rift Spear
j6U or j2U
- GBVS Anre OneRiftSpear Forward.png
- GBVS Anre OneRiftSpear Down.png
Universal Mechanics
Ground Throw
Air Throw
Overhead Attack
Special Moves
Rakshasa
- GBVS Anre Rakasha.png
- GBVS Anre RakashaExplode.png
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 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 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
- GBVS Anre RadianceRuination.png
Radiance Ruination
- GBVS Anre AstralPiercer.png
Astral Piercer
- GBVS Anre PeerlessThrust.png
Peerless Thrust
- GBVS Anre GrandHaste.png
Grand Haste
- 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 Anre MantraWheel.png
OC move
- 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
Mantra Wheel (Midair)
- GBVS Anre MantraWheel Air.png
- Cooldown is tied to the grounded one.
It's a divekick, but he also has one with j.U.
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.
- 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
- GBVS Anre AstralanceEverto.png
- GBVS Anre AstralanceEverto2.png
- Bits will travel full screen
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.
- Bits will do chip damage
Super Skybound Art
Thousand Spear Void
236236U or 236S+U
- GBVS Anre ThousandSpearVoid1.png
Enlightenment = Lasers
- GBVS Anre ThousandSpearVoid2.png
- GBVS Anre ThousandSpearVoid3.png
- Full screen projectile
- Only close range hit will trigger the cinematic for more damage
- Can be super jumped, dodged, or roll to avoid
Colors
External References
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 •