Anre is looking like an absolute tech monster with tons of special follow ups and movement options in his fully translated movelist
He also has Vergil's Summoned Swords so beware
It's kinda hard to believe, but Granblue Fantasy: Versus' second season of content will be heading over the hump in the next few days as the game itself also approaches its one year anniversary since launch.
Anre's release will soon be upon us, and while we got a chance to see him in action in his gameplay trailer, his full movelist is one of the most expansive among the whole roster with multiple special variations and Supers ready at the tip of his spear.
Much of Anre's initial gameplan will likely center around his first two specials which both have cancel options though number two is kinda nutty considering it can go into four different follow ups.
His defensive prowess will probably go unmatched in GBVS considering he has a real parry for his unique ability that allows him to punish immediately though it appears as though players will need to hit the button for every hit of a move they're receiving.
What is understated by some, however, is the amount of movement options Anre has with the ability to travel at any forwards trajectory in the air or ground between three or four of his moves.
The Eternals founder will also be a bit different in that he actually has two regular Skybound Arts. The first of which is a standard invincible move, but the latter makes spears appear all around his body for pressure and combo extensions like Vergil's Summoned Swords or Menat's V-Trigger in Street Fighter 5.
Anre is scheduled to release on January 26, and you can check out the fully translated move list below thanks to our own Nicholas 'MajinTenshinhan' Taylor.
Anre's Movelist
Special 1 - Rasetsusou
A strong thrust in the forward direction. Has long reach and eliminated projectiles.
The move is slow, but its recovery is fast so it's useful to poke with from far ranges.
Special 1-A - Shingeki
A followup which can be used only when Rasetsusou hits the opponent.
Gives additional damage and downs them.
Special 2 - Rasen Kaibou
A multi-hit attack where Anre spins his spear.
The medium version moves forward while spinning, but it does not hit crouching opponents so beware. It dispels projectiles, so it can be used to eliminate projectiles and counterattack.
Special 2-A - Kikyokushou
A followup on Rasen Kaibou which is also a projectile.
Useful to throw out at far ranges or when Rasen Kaibou gets blocked by the opponent.
Special 2-B - Seidan
A followup on Rasen Kaibou which is a strike.
Useful from mid-ranges as a followup attack.
Special 2-C - Musousen
A followup to Rasen Kaibou which is a low attack. It's easy to connect with from the EX version of Rasen Kaibou and will give a wallbounce if you're close to the screen's edge.
If blocked meaty enough, you won't be punished so it's useful to go to from far ranges as a surprise attack.
Special 2-D - Sokushitsu
A followup to Rasen Kaibou which moves forward. He can move a far distance with it, so it's useful from far ranges to instantly close to distance.
Useful for when you've conditioned the opponent to be afraid of Kikyokushou or Musousen, and you can use this to catch them off guard and close the distance.
Special 3 - Manisha
A forward momentum-based move. The light version goes horizontally while the medium and heavy/EX versions go on an upwards curve.
Can also be used airborne, though the airborne version will have a trajectory angled towards the ground.
Special 4 - Setsuna no Hirameki
A striking move which starts by guarding against the opponent's attack.
The light version will move forward and then do a body blow. If you're at a close distance, it will not move forward and instead go straight for the attack. The medium version will lead to a rushing spear attack. Its forward momentum is strong, so use it well at far distances.
Unique - Joukaku no Kamae
n action which will parry an opponent's move, but just one hit. Can move forward by doing forward+unique on the grounded version.
After parrying, Anre is instantly able to move which means that you can counterattack faster than if you had simply blocked.
Unique-A - Gousou
A rushing move. Forward + unique will move you forward while down + unique will put you on a downwards trajectory.
Skybound Art 1 - Ame no Sakahoko
Invincible move. After swinging his spear, unleashes a projectile.
The striking part of the move has far reach, so it's easy to connect with from mid-range situations.
Skybound Art 2 - Raikou Shichihonyari
Anre spawns spears all around his body.
When doing certain attacks (mediums or heavies) both on hit and block a spear will automatically launch at the opponent.
Super Skybound Art - Sensou Muryou Mandara
An invincible attack which is a projectile.
Fires a massive beam forward. If it hits at a close range, he will fire another invincible beam to finish off the move.
Sent in by Cael.