DNFD/Vanguard/Matchups

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< DNFD‎ | Vanguard
 Vanguard

Matchups

Table of Contents
DNFD Berserker Icon.png DNFD Brawler Icon.png DNFD Crusader Icon.png DNFD Dragon Knight Icon.png
DNFD Enchantress Icon.png DNFD Ghostblade Icon.png DNFD Grappler Icon.png DNFD Hitman Icon.png
DNFD Inquisitor Icon.png DNFD Kunoichi Icon.png DNFD Launcher Icon.png DNFD Lost Warrior Icon.png
DNFD Ranger Icon.png DNFD Striker Icon.png DNFD Swift Master Icon.png DNFD Troubleshooter Icon.png
DNFD Spectre Icon.png DNFD Vanguard Icon.png
Scale Matchup Legend
Very Favorable Favorable Even Unfavorable Very Unfavorable
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Berserker

 BerserkerOne-Liner
Favorability Goes Here

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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Crusader

 CrusaderOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Dragon Knight

 Dragon KnightOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Enchantress

 EnchantressOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Ghostblade

 GhostbladeOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Grappler

 GrapplerOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Hitman

 HitmanOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Inquisitor

 InquisitorOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Kunoichi

 KunoichiOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Launcher

 LauncherOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Defense


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Lost Warrior

 Lost WarriorOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Defense


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Ranger

 RangerOne-Liner
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In this matchup, Ranger wants to keep Vanguard at fullscreen, but Vanguard has a lot of tools to approach or contest around the midscreen-range that force Ranger to react accordingly.
Notable options Vanguard has are: 5M~5MDNFD Vanguard 5M5M.pngGuardMidStartup20RecoveryAdvantage-1, which helps close the gap and gain advantage; 2BDNFD Vanguard 2B.pngGuardLowStartup13RecoveryAdvantage-16, which goes under Ranger's 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3; and j.BDNFD Vanguard jB.pngGuardHighStartup10RecoveryUntil landing(+3)Advantage- or j.SDNFD Vanguard jS.pngGuardMidStartup25RecoveryUntil Landing+25Advantage-8~-4 to exploit Ranger's lack of consistent anti-airs.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


Basic Round Start RPSMash Like Hell


Round Start 5ADNFD Vanguard 5A.pngGuardMidStartup9Recovery18Advantage-1 beats almost every option Ranger has except his 2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0, which Vanguard's 5BDNFD Vanguard 5B.pngGuardMidStartup11RecoveryAdvantage-12 beats outright.
Additionally, neutral-j.BDNFD Vanguard jB.pngGuardHighStartup10RecoveryUntil landing(+3)Advantage- will go over it and let you punish in most cases, while forward-jumping can close the gap if they go for a Round Start back-dash.

Neutral


Basic Neutral


Vanguard does well around midscreen-range against Ranger, specifically right outside of Ranger's 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3 range, as Vanguard's 2BDNFD Vanguard 2B.pngGuardLowStartup13RecoveryAdvantage-16 can low-profile it while also staying out of their 2ADNFD Ranger 2A.pngGuardLowStartup7RecoveryAdvantage-5 range.
Vanguard's jump-ins are difficult for Ranger to deal with due to his limited anti-air options against j.BDNFD Vanguard jB.pngGuardHighStartup10RecoveryUntil landing(+3)Advantage-. Additionally, j.SDNFD Vanguard jS.pngGuardMidStartup25RecoveryUntil Landing+25Advantage-8~-4 is very good at stalling above and baiting Ranger's DPDNFD Ranger 623M.pngGuardMidStartup13RecoveryAdvantage-27.

Maintaining midscreen-range is very important, as Ranger has advantage at fullscreen with his zoning options. If pushed out, rolling 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4 or 2BDNFD Ranger 2B.pngGuardMidStartup15Recovery32Advantage-18~-10 on a read is a risky option that can get you there quickly, but dash-blocking is generally more consistent, as it'll limit the risk you take on your approach. Additionally, Ranger's 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3 has trouble hitting Vanguard while running or crouching.

Key things to look out for are Ranger using 4MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 or 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10 to cover space in the midscreen. These are both very good at beating rolls or jumps from fullscreen. If you do block his 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10, using 6MDNFD Vanguard 236M 1.pngGuardMidStartup15RecoveryAdvantage-2 with Conversion is a great option to contest any follow-up actions, and will leave you extremely plus on block while letting you run up and combo in the off-chance that it hits.

Offense


Basic Offense


For your Skill chain pressure, you want to make sure you're ending your strings just outside of Ranger's 2ADNFD Ranger 2A.pngGuardLowStartup7RecoveryAdvantage-5 range.
Denying this option forces him to contest with something like 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3, which doesn't yield a lot of reward, or something much slower and riskier, like 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4.

5M~5MCharge!
30+10MP Cost

5M~5M is projectile-invincible; However, it's anyone's guess as to why, as it's a gapless follow-up and 5M is not whiff-cancelable to begin with.

Perhaps the most notable aspect of 5M~5M, is that it is only -2 on Block.
This technically gives Vanguard advantage against characters who don't have an available abare option faster than 10f:

Works VS  LAU,  LOS,  RNG

In those matchups, 5M~5M becomes an extremely valuable gap-closer, allowing Vanguard to continue pressure with 2A, as shown in the video example.

Defense


Basic Defense


The most threatening thing Ranger can do offensively is Guard Break you with 4MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 loops at a spacing you can't safely Guard Cancel from. Because of this, try to be very aware of when they're likely to use this move. There's no way for Ranger to go into this move in neutral without you being able to roll it, so if they have a lot of meter it may be worth it to try and roll on reaction to the MS Flash to make sure you're not stuck in a checkmate situation. An early Guard Cancel can also prevent the situation from occurring in the first place.

Striker

 StrikerOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Swift Master

 Swift MasterOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Troubleshooter

 TroubleshooterOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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Vanguard

 VanguardOne-Liner
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Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


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Talking PointOne-Liner


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Neutral


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Talking PointOne-Liner


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Offense


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Talking PointOne-Liner


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Defense


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Talking PointOne-Liner


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