DNFD/Vanguard

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Overview
Overview

 Vanguard  Vanguard is classified as a Standard type. He is capable of pressuring at long ranges and inflicting massive guard gauge damage. He can uniquely cancel his Special attacks into other Special attacks.

Pros
Cons
  • Full Screen Control: Vanguard has access to many massively long range disjointed attacks that make him very difficult to contest at longer ranges.
  • Safe Pressure: Vanguard's pressure sequences tend to push him back to a mid-range where he cannot be comfortably challenged by characters without sufficient reach.
  • Guard Crush Proficiency: Vanguard's passive Awakening buff gives him access to practical block string sequences that can guarantee a Guard Crush at any time. In these situations, Vanguard doesn't need to put himself at risk or even rely on traditional mixups to threaten heavy damage.
  • Limited Normals: Vanguard's A and B normals are rather slow, especially at closer ranges, and cannot be chained into S specials unlike the majority of the cast.
  • Weak Defense: Vanguard's reversal completely whiffs on crouching enemies, making him susceptible to low profile meaty attacks. Paired with his slow close range normals, it can be difficult for Vanguard to escape pressure.

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Increases the Guard Damage dealt when attacks are blocked by 50%.
Vanguard
DNFD Vanguard Portrait.png
Health:1100
Guard Gauge:1000
MP Regen Rate:12
Prejump:4
Backdash:

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 Mid 9 2 18 -1 none

Vanguard's quickest long range poke, but can be easily low-profiled. Can cancel into 5AA even on whiff. Good round-start option against tall characters and decent pressure starter after knockdowns that don't allow for a meaty S special, such as after Throw or 2M.

Against characters that cannot go under the move without committing to a risky option (such as  Ranger's 2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0), this move becomes a very abusable neutral tool and opens up your options when approaching, as the opponent has to consider its threat at all times. As the cherry on top, cancelling to 5B serves as a very consistent confirm, and you have multiple options to keep yourself safe if they block.

Whiffs against the following characters when crouching, but not guarding:

 Berserker,  Striker,  Grappler (Max),  Inquisitor (Far),  Swift Master,  Enchantress,  Kunoichi,  Dragon Knight

  • Chain Options: 5AA, 5B, 2B
  • Cannot be chained into S specials.
Proration On-Hit Guard Damage MP Gain Level
60% -2 20
No results

5AA

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 11 -12 none

One of Vanguard's most versatile attacks as well as a consistent combo starter. Hits incredibly high up, decently far, and a little behind himself, making it good to throw out in a lot of neutral situations. Including the built-in forward movement, this makes it a very commanding presence in neutral; so much so that, despite its immense recovery, the threat of 5B can sometimes become greater than the move itself, allowing you to get away with options the opponent would normally be ready to challenge.

  • Does not normally combo into 5M on grounded opponents, requiring 2B to be used first. This cancel connects properly on anti-air or counterhit, however, leading to higher damage with just 5B alone.
  • Chain Options: 2B
  • Cannot be chained into S specials.
Proration On-Hit Guard Damage MP Gain Level
75% KD (+3)
No results

2A

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Low 13 -16 none

Extremely long-range low attack. Has a lot of whiff recovery, so it should mainly be used to challenge forward movement or as a combo piece. If blocked, cancel to 5M~6M or 4M for a true blockstring to push them away or a highly rewarding frametrap, respectively. Causes a hard knockdown on counterhit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme.

  • Only cancels to MP special moves. Unlike 5B, 5M will connect fully on grounded opponents, though the cancel may whiff from farther out due to 2B's immense range.
  • Cannot be chained into S specials.
Proration On-Hit Guard Damage MP Gain Level
75% KD (+5)
No results

j.A

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 High 10 6 Until landing(+3) none

Covers a wide area, allowing it to be used as an anti-air while rising, and can convert into surprisingly consistent damage by using j.M. Also used in rejump combos together with 2S by delaying the j.B as long as possible before touching the ground, and as a Conversion instant overhead due to being only two frames slower than j.A and hitting all crouching opponents, while giving a better combo should it hit.

  • Cannot be chained into S specials.
Proration On-Hit Guard Damage MP Gain Level
75%
No results

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Side Slash

5S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Mid 18 -4 none

A slow poke with a large hitbox, but has a multitude of cancel options on contact. It also serves as an ideal combo starter or punish tool, leading to significant damage anywhere on the screen. Opponents will often attempt to roll through Vanguard's more committal attacks, such as 5B and 2B, in which case this normal can be used to punish that option heavily, due to its startup eating up much of a roll's invincibility and punishing the vulnerable recovery.

  • Despite its size and slow speed, it is surprisingly safe on block, allowing it to be used as an alternative meaty to 5A from far-out knockdowns, providing better cancel options and guard damage at the expense of some frame advantage. This also makes it a good blockstring ender if you don't want to spend MP.
  • Chain Options: 6S, 4S, 2S
  • Unique S Chaining: Starting from 5S, 6S, 4S, or 2S, Vanguard can chain into another S special he has not used before in the chain.

Cleave: Upper

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 14 -12

Attacks at a more vertical angle compared to 5B and is jump cancellable on hit, making it fairly easy to confirm, but can struggle to hit directly above Vanguard's head. It's also a common combo piece, serving as a launcher to bridge to Doom Glaive. Due to lacking horizontal range, it may whiff in certain S normal blockstrings, so it's recommended to avoid using it for that purpose unless you're very close.

  • Chain Options: 5S, 6S, 4S
  • Unique S Chaining: Starting from 5S, 6S, 4S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration On-Hit Guard Damage MP Gain Level
80% KD (+30)
No results

Cleave: Cut

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 21 -9 none

Vanguard steps forward while using this move, lending it consistency as a combo part after 5S and also giving it considerably more range than it would initially appear. It can be a good option to use while approaching, though due to the significant forward movement, you may end up moving directly into a hitbox before it becomes active.

  • Chain Options: 5S, 4S, 2S
  • Unique S Chaining: Starting from 5S, 4S, 6S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration On-Hit Guard Damage MP Gain Level
80% -4
No results

Cleave: Slash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 20 -10 none

As it moves backwards, with judicious use it can pull Vanguard back and whiff punish certain attacks, though it has a hurtbox extension along the lance that makes this difficult. This normal should primarily be used to vacuum opponents in during pressure and combos, usually into 2S for a launch. Note that the vacuum will always affect the opponent's momentum, however; if 4S is used during a corner combo, there is a chance the opponent will fly over Vanguard's head, causing 2S to whiff. This can be avoided by using 4S second in the S chain during a corner combo, using 5S or 6S to end the vacuum effect.

  • Chain Options: 5S, 6S, 2S
  • Unique S Chaining: Starting from 5S, 4S, 6S, or 2S, Vanguard can chain into another S special he has not used before in the chain.
Proration On-Hit Guard Damage MP Gain Level
80% 0
No results

Impact Strike

MP Special Moves

Brandish

Inferno Charge

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×3, 40 Mid 20 -1 none 10

Main choice for guard break setups due to dealing multiple hits and leaving Vanguard close to his opponent. Conversion leaves you plus enough to make 5S afterwards a gapless blockstring, letting you continue pressure and enabling gapless 100% guard break routes with Awakening.

  • One of two gapless followups to 5M, alongside Dread Bore.
  • Projectile immune, but pretty impractical to use for that purpose.
Proration On-Hit Guard Damage MP Gain Level
90%×4 +8
  • jump cancellable on hit or block
  • +17 on block w jump cancel

Crescent Slash

Dread Bore

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×5, 80 Mid 25 -12 none 25

Primary combo ender when spending less on resources or from far pokes, causing a hard knockdown and allowing you to close in for okizeme. It also deals significant guard damage, allowing it to be used to chip at your opponent's guard safely, though not to be used to actually guard break due to its pushback. Gapless if done immediately, but can be manually delayed to create a frame trap and catch people trying to mash or jump after your pressure. It's active long enough that it can even catch rolls.

Proration On-Hit Guard Damage MP Gain Level
90%×6 HKD (+45)
No results

Behead

Lunge Strike

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50, 40, 80 Mid 13 -40 1-?? All 70

Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invulnerable reversal, it is extremely easy to low profile and thus very risky to use. Instead, due to its range and invincibility, this move acts as an anti-air that's more difficult to stuff than 5B or 2S, but also leads to lower reward.

  • Pulls the opponent into a cinematic on hit, knocking them down in the same position in front of Vanguard every time.
  • Whiffs against all crouchers except  Crusader and  Lost Warrior point-blank.
  • Also whiffs against enemies directly above Vanguard.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×2, 50% HKD (+11)
  • reversal

Earthshatter

Devastate

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×7, 80 Mid 15 -2 none 40

When used as a corner combo ender, it gives you enough advantage to safe-jump with j.B.

Although it can be used as a situational anti-air, it is somewhat difficult to justify as it is prone to trading with normals while offering less reward than any of your other three anti airs. On the flipside, it's more active than those alternatives, so if you find your opponent likes to empty jump often, it becomes an option.

Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×8 HKD (+37)
No results

Doom Glaive

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60, 80 Mid 15,16 2,6 Until landing+18 +2 none 45

Common combo filler, as it causes a hard knockdown close to Vanguard, allowing an OTG pickup with j.S. While it may seem appealing to use as an air-to-air due to its large hitbox, it's a large commitment and should instead be used to extend from options with less risk, such as j.B. Can also hit OTG, causing a small launch into an immediate second hard knockdown.

Proration On-Hit Guard Damage MP Gain Level
85%×2 HKD (+64)
  • Has a second hit after landing

Awakening Moves

Demonic Inferno

Colors

DNFD Vanguard Color 1.png
DNFD Vanguard Color 2.png
DNFD Vanguard Color 3.png
DNFD Vanguard Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Vanguard Color 5.png
DNFD Vanguard Color 6.png
DNFD Vanguard Color 7.png
DNFD Vanguard Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

 Vanguard
To edit frame data, edit values in DNFD/Vanguard/Data.