GBVSR/Anila: Difference between revisions

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|input=f.M
|input=f.M
|description= Used in neutral to control space and stop 66L approaches.  
|description= Used in neutral to control space and stop 66L approaches.  
Does not combo into 214L/H at max range, except on counterhit.
Does not combo into 214L/H at max range, except on crouching hit or counterhit.
Often used in pressure after fL.
 
Often used in pressure after fL, if out of range of 2M.
}}
}}



Revision as of 11:55, 25 December 2023

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.pngGuardAllStartup17RecoveryTotal 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.
  • Fireballs: Has multiple fireballs and special moves to control neutral, each with their own unique applications.
  • 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

c.H

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.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

f.M

f.H

2L

2M

2H

2U

Dash Normals

66L

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 7-22 High Profile

Anila's 66H is a little different. As a poke, it has very high range but low damage return on hit. However, It can also be as safe as -1 on block unlike other 66Hs. Hence, it is recommended to be used at its max ranges in neutral as a safe poke. The optimal range is roundstart distance with an additional backdash.

Due to its extreme range and knockdown properties, 66H is also great as a combo tool to secure knockdowns at extreme combo ranges, such as after 236H juggles or 214U wall bounces.

Air Normals

j.L

j.M

j.H

j.U


Unique Action

Ramification

5U


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.

Raging Chain

No results
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
  • Costs 25% Skybound Gauge.

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 is reliant on RSRC combos, so bravery points are especially precious. Be extremely careful usage of BC usage or you may end up with no BP.


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 All 17 Until Hit Total 52 -7 -3
236M 800 All 17 Until Hit Total 52 -7 Air Recovery +19
236H 400×3 All 17 Until Hit Total 52 +2 +6

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, All 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 not invuln on active: this means that it will always lose to move that has higher clash level; notably, for any DP that has invuln on active.


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 Anlia is considered grounded on startup and active frames, and can be thrown on the ground.

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 left you at an point-blank range where they can throw or c.L back.

On counter hit in the corner, a c.M follow-up is possible.


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 left you at a good distance where they are hard to fight back.

A normal hit in the corner will allow a combo with a far normal like f.M.


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 5 frame of startup and during active frames of any 214X, you can disembarks the sheep by inputting 214X (any L/M/H 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 used as a bait for the close range frame trap, though if dodged you are more negative on block than simply dodging the 214X.

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 - -


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

Ultimate All is Vanity

GBVS Parry.png 623U or 6S+U

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 Mid 11 14 41 [15/45] -6 HKD +63


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
4 -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.
  • Anila is is Counter Hit state frames 1-27.

Ultimate Over the Fence

GBVS Leap.png 22U or 2S+U


Skybound Art

Gilded Heaven Strike

236236H or 236S


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.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
EX
Weapons
01
02
03
04
05
06
07
08
09


Navigation

Anila
To edit frame data, edit values in GBVSR/Anila/Data.


37% complete
Page Completed To-do Score
Overview
  • Has basic content filled.
  • Starter Page uncreated
  • Moves still need to be worded/cleaned up better.
10/20
Combos
  • Has Basic, Core and Specialized filled.
  • No combo theory.
  • Some sections can still be cleaned up better (e.g break Midscreen corner carry combos into either tabber or multiple sections so it is easier to read)
4/10
Strategy
  • Has a video and that's it.
  • Add everything else
1/20
Matchups
  • Empty
  • Add
0/20
Frame Data
  • All images and basic data are there.
  • Still waiting for hitbox viewer
  • Double check every frame data?
22/30
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