GBVSR/Anila

From Dustloop Wiki

Overview

Overview

"A reliable fighter skilled in both offense and defense."

Anila is a versatile shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. character with an emphasis towards long range play and zoning in her moveset.

Anila boasts strong normals to control space at mid to long range, as well as multiple projectile special moves with different applications. Fluff 'Em, Stuff 'EmGBVSR Anila 236L.pngGuardMidStartup17RecoveryTotal 52Advantage-7 acts as a standard projectile, and Flock to the FutureGBVSR Anila 214L.pngGuardMidStartup12Recovery20 [15]Advantage-2 is a fast, advancing attack that can be feinted into a projectile at any point in its animation, making it difficult for opponents to contest in neutral. The ultimate version of her Fluff 'Em, Stuff 'EmGBVSR Anila 236U.pngGuardAllStartup16RecoveryTotal 65Advantage-3 creates three sheep can be used to approach your opponent from long range, or as way to deal massive amounts of chip when used as okizeme.

While her space control abilities are impressive, Anila lacks strong ways to convert into burst damage at mid range, especially while midscreen, making it difficult for her to regain momentum if she's lost it. Despite this, Anila rewards slow, patient play heavily, and players seeking a simple character that plays methodically will find it in her.
Anila
GBVSR Anila Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Anila is an straightforward and well-rounded character with an emphasis towards zoning.

Pros
Cons
  • Normals: Long neutral pokes that control space well at mid-range. Far LGBVSR Anila fL.pngGuardMidStartup6Recovery9Advantage+1 , far HGBVSR Anila fH.pngGuardMidStartup10Recovery24Advantage-12, and 2UGBVSR Anila 2U.pngGuardLowStartup13Recovery25Advantage-18 are all excellent options for keeping your opponent where you want them.
  • Varied Fireballs: Anila has multiple fireballs and special moves to control neutral, each with their own unique applications.
  • Consistent, Safe Offense: Anila's spaced normals and 236M combine to make a very consistent offense that can be hard to challenge. Anila can also use her 22X series for safejumps or mixups.
  • Low Damage: Especially midscreen, Anila is severely lacking in strong ways to convert from hits without investing resources. She will need to win more exchanges compared to other characters.
  • Poor Rushdown: Anila's methods to approach beyond the standard options are generally risky and inconsistent, and she plays poorly when behind in a match.

Normal Moves

Ground Normals

c.L

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 14 -2 +2

A quick kick often used in stagger pressure and combos. -2 on block unlike most c.M, which limits her reset potential at this point. Despite the animation, does not hit very high and is not useful as an anti air.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 600 Mid 9 2,3 18 -2 +2

Has 2 hits, making it easy to hitconfirm. Often used after Raging Chain to set up the height for 236H juggle. Very difficult to frametrap after (precise 236H timing), so it is recommended to cancel into c.HH for better options on block.
Counter Hit creates a time freeze for 1st hit that can be canceled into long/slow moves (like 214M to combo well against wall).

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD +30
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack. Common reset point, frametrap point and throw point. Frametrap with 236H or 214H to force respect, which sets you up for future tick throws and resets at this point.

c.XXX

  • Retains special cancels, unlike the high and the low triple attacks. It is sometimes used to juggle opponents higher, and as combo filler to stall for special cooldowns. In general, this attack should be avoided as it achieves very little in pressure and lowers combo damage.

c.XX6M

  • Low Triple Attack ender. Has no cancels. Gives a decent knockdown on hit and is safe on block.

c.XX6H

  • Overhead Triple Attack ender. Has no cancels. Is a natural frame trap, giving a HKD +32 if it catches the opponent for a Counter Hit, and is safe on block. Sometimes used as a combo ender on juggling opponent for a KD +13.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5

A poke that reaches very far for its speed. One of Anila's best buttons.
Always links into f.M on block, making this an excellent for pressure. Microwalk f.Ls in pressure mixed in with linked f.Ms and f.Hs make for a difficult pressure situation to block. Does not convert into 214L/214H at max range, unless counterhit or crouching. Raging Chain works in these ranges instead.

f.M

f.H

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

Anila's fastest low button. 2L, 2L, f.L > 214L is a common abare string to autopilot. In pressure, this button is a valuable low for catching defensive inputs such as DP inputs, backdashes, or jumps.
As it is -2 on block, it is recommended to cancel into f.L to retain frame advantage in pressure.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 3 18 -6 -2

A quick, long range 2M poke.

Always combos into 214L on hit. Good for space control and stopping cross-overs.
Due to how low the hitbox reaches, is sometimes used in corner combos to pick up combos that would have been missed otherwise.

  • Not a low.

2H

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 13 8 25 -18 HKD +37

An incredibly long reaching sweep. Hitbox fully extends on frame 18. Useful in footsies when spaced outside of opponents pokes. Gives a hard knockdown on hit, allowing you to start pressure.
Can be confirmed into 236236H at all ranges, but 236236U needs to be a little closer.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Forward-advancing plus on block pressure starter. Use and abuse. This move is an universal menace in GBVSR, and Anila's version is no exception.
Useful as an approach tool, pressure tool, and even whiff punish tool. Links into f.L on hit/block at all ranges except absolute tip.

66M

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Mid 15 8 19 -8 KD +28

Anila performs a dropkick with incredible range. A decent poke when spaced as it can be made as safe as -1 on block. Due to its extreme range, it is more difficult to space Anila's 66H, and has a lower damage than most 66Hs. The safest spacing is roundstart distance with an additional backdash, though it is safe against all but the longest reaching fL attacks at roundstart distance already.

Its extreme range and knockdown properties make it useful as a combo tool, extending combos and securing knockdowns at extreme ranges, such as after 236H juggles.

Counter Hit adds a potent Wall-Bounce effect at any position of the stage, allowing for continued combos anywhere.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400×n High/Air, All 5 Until L Until L+1

First hitting opponent attack is always High.
This move is constantly active until landing, making it useful when you are not sure about timing your attack for any reason.
This move can also be used in combos as it juggles the opponent very well on air hit.
Is also very useful to reset pressure with the help of 22L from a normal move being special cancelable during an opponent's Air Recovery.

When performing the move at the last frame before landing (by Safe Jumping):
On-Block: +11
On-Hit: +13 (+15 on CH)

Unlike her other aerial moves, the 1f recovery is in Counter State as the rest of the attack.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 High/Air 7 6 Until L+1

Despite of the animation, this move is able to Cross Up, while being also the one with the most range forward, so it is great in situations where your position to Cross Up is ambiguous. For some Safe Jumps needing a specifically long range, this move will be the one to use.

When performing the move at the last frame before landing (by Safe Jumping):
On-Block: +13
On-Hit: +13 (+17 on CH)

j.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 8 6 Until L+1

Basic but most powerful jumped attack of Anila, so it is the one mainly used on Safe Jumps.

When performing the move at the last frame before landing (by Safe Jumping):
On-Block: +13
On-Hit: +13 (+17 on CH)

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 High/Air 7 9 Until L+1

Great range behind Anila to Cross Up, especially with 22H making long and safe Cross Ups when properly used.
Cannot hit opponents right below her, making this attack whiff against an opponent stuck against wall and standing still (with the exceptions of Vaseraga and Ladiva because of their more generous hurtbox). However, this attack is able to catch some normal moves used as anti-airs, even when against a wall.
Can actually be used during Safe Jumps to whiff on purpose and make the opponent believe you're attacking in order to surprise them and just Throwing or Low attacking on landing.

When performing the move at last frame before landing (by Safe Jumping):
On-Block: +13
On-Hit: +13 (+17 on CH)


Unique Action

Ramification

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
200×4 Mid 15 1(11)1(12)1(11)1 16 -2 +2
500 Mid 15 5 18 -6 Air Recovery +20

Used as a combo ender when out of special cooldowns.
Last hit (5U~U) is a natural frame trap and has a KD greatly improved from 20 to 36f.
Having a 17f Startup, it is a natural Frame Trap, except with 5H (blockstring), 2L, j.L and j.U (can be mashed).


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

An important attack for Anila as it often leads to her best midscreen routes.

Raging Chain

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 13 - +15
  • Costs 25% Skybound Gauge.
  • Forces opponent into Crouching state on ground hit.

A guaranteed follow-up after a Raging StrikeGBVSR Anila RS.pngGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15] hits. It automatically moves forward enough to be in range of c.HGBVSR Anila cH.pngGuardMidStartup9Recovery18Advantage-2, regardless of how far the Raging Strike hit from.

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 3 19 +6 Air Recovery +21
  • Requires a Bravery Point.
  • Requires to be in blockstun.

Anila relies on Raging Chain combos to unlock her midscreen damage, so Bravery Points are especially precious for her. Be careful with BC usage.

Brave Counter does a small amount of damage. If the opponents are at low health, you can utilize Brave Counter as a mean to lower them into chip range, and then meaty with 236U or 214L (can be dodged).


Skills

Fluff 'Em, Stuff 'Em!

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 Mid 17 Until Hit Total 52 -7 -3
236M 800 Mid 17 Until Hit Total 52 -7 Air Recovery +19
236H 1200 (400×3) Mid 17 Until Hit Total 52 +2 +6

Anila sends a sheep projectile forward which travel fullscreen. The sheep projectiles cannot be Crossed-Over, which limits the opponents options for dealing with sheeps in pressure and neutral.
Sheep projectiles spawn close to Anila, making it easy to set up plus frames in pressure with adequate spacing.
However, this also means that Anila leaves larger gaps in pressure which can be jumped out of, when using this special to pressure.

236L is slower than 236M, making it more useful as an approach tool to gain space.
236M travels much faster, making it ideal when you want to hit the opponent and control approaches.
236M when used to finish a grounded combo allows with its great +19f advantage on-hit to meaty easily with 2U's last frame to keep pressure on the opponent.

Sheep projectiles can clash. 236H spawns a sheep with 3 projectile health, allowing it to beat fireballs with less projectile health. This is useful for winning fireball wars. 236H is also plus on block, making it useful for frametrap pressure and in neutral as an approach tool.

All is Vanity

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 All 6 6 31 -20 KD +26
623M 1100 Mid 12 6 38 -27 Air Recovery +15 1-12 All
623H 1500 Mid 11 6 35 -24 KD +31 1-16 All

An anti-air dragon punch move that can be used to escape pressue.

623L

The L version is not invulnerable but has way faster startup compared to her 2H, making it a better option to punish on reaction. Completely air blockable, and punishing for opponent can be difficult as it is only at most -5 when air blocked.

Hitting this move high will allow a combo afterwards due to its long untech, but hitting way too high will cause them to air tech first. Depend on distance, a close normal is even possible.


623M

The M version is invulnerable, functions as a reversal option and a combo ender. As it slightly moves horizontally first, it might whiff upon a cross-up attempt by the opponent, so use with caution.

M versions is air unblockable on the first active frame only.

As a special note, this move is only invuln on the very first of its active frames: this means that it will always lose to moves that have a higher clash level, notably H DPs and Supers. Multi hitting moves of the same clash level (notably some M DPs e.g.  Gran's Rising SwordGBVSR Gran 623X.pngGuardMid×2, AllStartup9Recovery32Advantage-30) will clash during the first active frame and beat this move barring further input.


623H

H version is air unblockable and grants a techable knockdown, which can be useful for reversing a sticky situation. In combos, it can act as an ender.

Flock to the Future

GBVS Tackle.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 900 Mid 12 18 20 [15] -2 Air Recovery +23
214M 1300 Mid 30 24 16 [15] +2 KD +36
214H 1300 Mid 15 18 26 [15] -8 KD +26

A traveling move that travels about 3/4 of the screen. Great frame trap tool, and is one of her cornerstone in approaching the opponent. The recovery begins immediately when the attack connects. In case where the attack doesn't connect, the recovery will be shortened.

It is important to note that Anila is considered grounded on startup and active frames, and can be thrown on the ground. 214L/M are considered light moves making them a low priority moves that are easily crushed. 214H however is considered a medium move.

214L

The L version comes out the quickest and is a natural frame trap tool after well-positioned pokes. While it is -2, it can leave you at point-blank range where they can throw or c.L back.

On counter hit in the corner, a c.M or 2M follow-up is possible, with the latter having the advantage of being spacing independant at the cost of some damage.
Counter Hit changes the Air Recovery +23 into a KD +40.


214M

The M version comes out extremely slow, but it is a nice tool to bait opponents who try to evade a possible 214L. It is also +2 and leaves you at a good distance where you are hard to fight back.

A normal hit in the corner will wall-bounce the opponent, allowing a combo with a far normal like f.M or f.H.


214H

The H version is a essential combo tool in the corner. On ground hit, it allows a c.M follow-up, and for air hits c.H is possible.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L - 100+480
214M - 100+480
214H - 200+480, 120×2

214L:

  • Enters recovery immediately when the attack connects
  • When whiffed, the recovery is 15F
  • Cancelable into And Beyond! at frame 11-29
  • Clash Level 1


214M:

  • Enters recovery immediately when the attack connects
  • When whiffed, the recovery is 15F
  • Cancelable into And Beyond! at frame 26-53
  • Clash Level 1


214H:

  • Enters recovery immediately when the attack connects
  • When whiffed, the recovery is 15F
  • Cancelable into And Beyond! at frame 11-32
  • Clash Level 2

And Beyond!

GBVS Tackle.png 4X or 4S after Flock to the Future

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L~4X 700 All 9 (Total 20) 16 15 (Total 46) -7 Air Recovery +24
214M~4X 1100 All 9 (Total 38) 16 15 (Total 46) -7 KD +31
214H~4X 1100 All 9 (Total 23) 16 15 (Total 43) -4 KD +34

When on the last 5th frame of startup and during active frames of any 214X, you can disembarks the sheep by inputting 4X (any L/M/H/U can be inputted) or 4S. The sheep then will charge towards the opponent with speed similar to 236M. The properties of the projectile depends on the initial version of 214X.

It is a good tool for baiting opponents who wants to punish your 214X. It can also be used as a bait for the close range frame trap, though if dodged you are more negative on block than simply dodging the 214X.

Counter Hit with 214L~4X changes the Air Recovery +24 into a KD +37.

Over the Fence

GBVS Leap.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L - - - - 19 - -
22M - - - - 25 - -
22H - - - - 23 - -

A command hop that varies in distance and height depending on the version used. Often to setup Safe Jumps in the corner and for anti air combos. Can also be used as a reset and a method of crushing throws.

22H goes the furthest horizontally, hence is sometimes used as an approach tool.
22H is also a great follow up move with 2H used as an anti-air Counter Hit.

When close enough, 22L does cross up after cXX, and doesn't after cXXX, so it can be a nice way to mix up and make your opponent wonder and take risk.
22L is a great tool to restart setting pressure in the corner (in the form of a Safe Jump) when reaching the Combo Limit with a Normal move against a wall.

  • 22L: Anila lands after a jump duration of 49f.
  • 22M: Anila lands after a jump duration of 57f.
  • 22H: Anila lands after a jump duration of 45f.

All versions become airborne on frame 11.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L - 200
22M - 200
22H - 400

22L:

  • Counter Hit state for entire move


22M:

  • Counter Hit state for entire move


22H:

  • Counter Hit state for entire move


Ultimate Skills

Ultimate Fluff 'Em, Stuff 'Em!

GBVS Fireball.png 236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800×3 All 16 Until Hit Total 65 -3 +1

Launches 3 sheep projectiles at the opponent, mostly used for winning fireball wars. Massively plus on block at a distance, if blocked. However, very easily jumped and punished on reaction due to the long recovery so use it in pressure for chip damage.
Does a significant amount of chip damage, making this potent in low HP situations to put your opponents into chip range.
Is so positive on block at mid range it allows to run to the opponent to force a strike/throw mix-up.

  • Incorrectly named Fury of the Ram on the English command list.

Ultimate All is Vanity

GBVS Parry.png 623U or 6S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 100, 150×6 Mid 8 3 38 [28] -24 HKD +44 1-10 All

Anila's fastest reversal at 8f, with a HKD+44 allowing to Safe Jump without timing requirement. Useful if you want a Safe Jump midscreen, but not in the corner as Anila has meterless ways to Safe Jump with 22L.

Ultimate Flock to the Future

GBVS Tackle.png 214U or 4S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100×2 All 11 14 41 [15/45] -6 HKD +63

Anila rides a ram at breakneck speed. Travels a massive distance and knocks the opponent into the air on hit, allowing for a cH or 2H link every time.

  • Recovery in [] denotes values on whiff and block respectively.
Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
-5000
  • Slowdown for 15F (3-17)
  • When the attack connects, recovery begins immediately
  • When whiffed, the recovery is 15F
  • When blocked, the recovery is 45F
  • Clash Level 4

Ultimate Over the Fence

GBVS Leap.png 22U or 2S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
20

Anila gets launched towards the opponent by her ram. Always tracks to the opponent for a jump-in angle even if they were fullscreen. Useful as a surprise approach to contest fireballs or setup characters. Will hop over the opponent if too close, in which case you could have used 22L.
This move adds 2f advantage to her next jump attack on-block and on-hit.
Anila lands after a jump duration of 51f.


Skybound Art

Gilded Heaven Strike

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4500 (1000, 350×10) Mid 5+9 6 44 -31 HKD +58 1-24 All

Has a great vertical hitbox to catch easily jumping opponents, or simply combo on juggled opponent.

  • Recovers 1 Bravery Point for Anila during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.


Super Skybound Art

Fury of the Ram

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
6000 (3000, 120×20, 600) [4000 (1500, 500×5)] Mid 8+6 10 38 -29 HKD +49 1-15 All, 16-23 Strike
  • Recovers 1 Bravery Point for Anila during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.

Leads to an autotimed Safe SuperJump when performed close enough to a wall.


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 Anila
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