GBVS/Anre/Strategy: Difference between revisions

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(→‎General Strategies: added basic overview of Anre)
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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

Navigation