GBVS/Anre

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Overview

Overview

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.
Playstyle
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.
Pros Cons
  • 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

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 6 +2 +6

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.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 15 -3 +1
Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 11 6 15 -2 +2
Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 280 Mid 12 3 18 -4 0
Version Level Attribute
c.XX 2
c.XXX 3
  • c.XX
  • c.XXX

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 15 -5 -1
Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 10 5 16 -6 -2

Max range will not combo into any special moves unless on counter hit

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500+500 Mid 21 3, 3 17 -3 +1
  • 2 hits
  • Moves forward a huge distance
  • Special-cancellable on both hits
Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6
  • Hits low
Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 11 3 15 -3 +1
Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 6 23 -12 -8
Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 14 15 -14 HKD

Not special cancellable

Level Attribute

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until Landing Until Landing
Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High/Air 6 6

Can cross up but the range is very small

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 High/Air 9 6

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.

Level Attribute
2

Unique Action

Arm the Bastion

5U or j.U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 5 15 21
j.U 3 18 Until landing +16

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
Version Level Attribute
5U
j.U
  • 5U
  • j.U

One Rift Spear

j.6U or j.2U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.6U 700 All 24 8 Until Landing +7 KD
j.2U 700 All 24 Until landing +1 Until landing +16 KD
Version Level Attribute
j.6U
j.2U
  • j.6U
  • j.2U

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31
Level Attribute

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until landing +6
Level Attribute

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1
Level Attribute

Special Moves

Rakshasa

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 800 All 22 4 22 -5 -1
236M 1000 All 40 4 13 +8 +12
236H 800 All 20 4 17 +4 +8
236X-X 500[400] N/A N/A KD

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.

Version Level Attribute
236L
236M
236H
236X-X
  • 236L
  • 236M
  • 236H
  • 236X-X

Spiral Spear

GBVS Flurry.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 100×4 All 11 3,3,3,3 15 -3 +1
623M 100×5 All 11 3,3,3,3,3 15 -3 +1
623H 75×8 All 11 3,3,3,3,3,3,3,3 12 0 +4

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.

Version Level Attribute
623L
623M
623H
  • 623L
  • 623M (notes: Whiffs on crouching opponents)
  • 623H

Spiral Spear Followups

Spiral Spear > 6L/M/H/U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623X-6L 700 All 14 Total 40 -5 -1
623X-6M 800 All 13 3 20 -6 KD
623X-6H 1100 Low 17 12 17 -12 KD
623X-6U N/A Total 26 -12 -8
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

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

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.

Version Level Attribute
623X-6L
623X-6M
623X-6H
623X-6U
  • 623X-6L
  • 623X-6M
  • 623X-6H
  • 623X-6U

Mantra Wheel

GBVS Charge.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 200×4 All 14 3,3,3,3 16 -4 0
214M 120×10 All 20 3,3,3,3,3,3,3,3,3,4 16 -3 KD
214H 100x10 All 16 3,3,3,3,3,3,3,3,3,4 15 -2 HKD
  • 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
Version Level Attribute
214L
214M
214H
  • 214L
  • 214M
  • 214H

Mantra Wheel (Midair)

GBVS Charge.png j.214X or j.5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.214L 200×N All 14 3×N 14
j.214M 200×N All 28 3×N 13
j.214H 200×N All 14 3×N 12
  • Cooldown is tied to the grounded one.

It's a divekick, but he also has one with j.U.

Version Level Attribute
j.214L
j.214M
j.214H
  • j.214L
  • j.214M
  • j.214H

Fleeting Spark GBVS Strike.png

[2]8X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[2]8L 700 All 3[29] -6 -2, +2 on CH 3~14 Catch
[2]8M 1200 All 3[37] -10 KD 3~14 Catch
[2]8H 600, 800 All 1[30] -10 HKD 1~21 Catch

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.

Version Level Attribute
[2]8L
[2]8M
[2]8H
  • [2]8L
  • [2]8M
  • [2]8H

Skybound Art

Astralance: Everto

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500 Mid 13 52 -22 HKD 1~15 All
  • Bits will travel full screen
Level Attribute
  • Clash level: 20 (Easy), 25 (Technical)

Seven Spears of Lightning

214214H or 214S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid Total 19
  • 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
Level Attribute

Super Skybound Art

Thousand Spear Void

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500 All 15 Total 76 -26 HKD
  • Full screen projectile
  • Only close range hit will trigger the cinematic for more damage
  • Can be super jumped, dodged, or roll to avoid
Level Attribute

Colors

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


External References

Navigation

Anre
Ambox notice.png To edit frame data, edit values in GBVS/Anre/Data.