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==Neutral== | ==Neutral== | ||
===Close Range / Brawling=== | ===Close Range / Brawling=== | ||
Close range is where Anre's offense is overall the weakest, but by no means is it bad. He's forced to rely on his {{clr|1|c.L}} and {{clr|1|2L}} as they are his only plus on block normals, but he has the option of using {{clr|4|236H}} to reset pressure after staying close using his autocombo. His {{clr|1|2L}} is also large enough that three of them will connect if the blockstring is started point blank, but none of his normals are fast enough or activate close enough to let him link out of it if he uses all three. {{clr|3|2M}} > {{clr|1|236L}} is usually his safest option to push opponents out at max {{clr|1|2L}} range. | |||
===Mid Range / Footsies=== | ===Mid Range / Footsies=== |
Revision as of 22:19, 7 August 2021
General Strategies
Anre (or Uno) is a neutral-focused character with an emphasis on defense and counterzoning. He has both a counter special move and a parry which gives him unique punish opportunities. He also does not struggle against characters with projectiles as 236X and 623X both cancel single-hit fireballs while being able to punish their recovery (or shoot a projectile of its own with 623X). However, his neutral prowess does not come without its downsides. His defense, while strong, is more flawed compared to other characters. His fastest buttons are 6 frames as opposed to the usual 5, and combined reliance on counters means he is especially weak to tick throws due to how throw invulnerability works.
Neutral
Close Range / Brawling
Close range is where Anre's offense is overall the weakest, but by no means is it bad. He's forced to rely on his c.L and 2L as they are his only plus on block normals, but he has the option of using 236H to reset pressure after staying close using his autocombo. His 2L is also large enough that three of them will connect if the blockstring is started point blank, but none of his normals are fast enough or activate close enough to let him link out of it if he uses all three. 2M > 236L is usually his safest option to push opponents out at max 2L range.
Mid Range / Footsies
Long Range / Closing Space
Air-to-Air
Jump-In
Defense
Counter Pokes
Anti-Airs
Abare
Reversals
Pressure
Basic Blockstrings
Pressure Resets
Other Blockstrings
Corner Pressure
Okizeme
Fighting Goldlewis
External Resources
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 •