Overview
Vanguard
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Archetype: |
Rushdown
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Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: |
14
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Max Light: |
3
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Vanguard is a straightforward rushdown character who builds up her special "Matchlight" resource at the cost of her own health to inflict massive amounts of Burn on the opponent. She sports fast and wide sword attacks and good combos for many situations.
Strengths |
Weaknesses
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- Burn : Most of Vanguard's damage is heavily backloaded in the form of the Burn debuff, which, while unaffected by defense multipliers, can carry over into subsequent turns, ensuring they always take damage even if they hit you at some point.
- Light Generation: Using SP in neutral, aside from stacking Matchlight, restores 1 Light to Vanguard. Using this Vanguard can easily stock up on Light without having to commit to hitting the opponent to end turns.
- Easy to Perform Combos: Vanguard does not require tight execution or spacing to deal good damage to the opponent, and can confirm off of most hits through SP cancelling.
- Insane Mobility: The usage of SP cancelling S1 carrying momentum means that applications of bind do not affect you in any way, along with making it so you can effectively "jumpscare" opponents with options such as S1 SP and having a fast moving S2.
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- Self-damage / Card Reliance: Without Gluttony or before reaching Emotion Level 2, having multiple stacks of Matchlight can cause a hefty amount of self-damage to yourself when you hit the opponent. If you choose against running Gluttony, Vanguard will have difficulty maintaining health or stock leads due to this.
- Resource Heavy: While Vanguard can stack Matchlight during combos, she generally needs preexisting Matchlight stacks in order to truly cash out on damage and Burn stacks. Running out on Matchlight in situations where you do not have the space to safely stack it back up will significantly decrease your ability to stay ahead in damage.
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Move List
Unique Mechanic
Matchlight
Matchlight is a unique resource built by using SP. Matchlight has the following properties:
- While you have at least 1 stack of Matchlight, all your attacks inflict 1 stack of Burn on hit.
- While you possess Matchlight, you have a chance to damage yourself for a small amount each time you hit the opponent. This chance increases with each stack of Matchlight.
- Certain moves are only accessible if you have a certain amount of Matchlight stacks, or gain enhanced properties with your Matchlight stacks.
Normal moves
Law And Order ATK up to 2 times
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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2×2 [3]
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0.9
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0.9
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0
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0
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Melee
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-
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0
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0
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0
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Vanguard performs up to 2 lateral slashes. Its speed and ease of confirming makes it a good starter as well as combo filler.
- Inflicts a large amount of hitstun, allowing you to confirm into just about any other move on hit. This also has the side effect of combos such as ATK ATK > SP > ATK still connecting if the second ATK whiffs.
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Ignite ATKx3 at 2+ Matchlight
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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6
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1.1
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0.9
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0
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0
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Melee
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-
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0
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0
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0
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Vanguard stabs her sword forwards before exploding it, launching the opponent on hit. Used as a lightless combo ender.
- Can link into S2 against low latency opponents
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Patrolling S1
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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2
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0.95
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0.95
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1
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0
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Melee
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-
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0
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0
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0
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Vanguard performs a fast dashing stab, stopping if she comes into contact with the enemy. Decent gap closer and great combo filler if used with its follow-up, Stigmatize. Additionally, the dash can be kara cancelled into SP to give Vanguard large amounts of momentum, allowing her to cover distance very quickly and easily.
- Naturally links into ATK if used as a combo starter
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Stigmatize S1 (hold) Here comes the burn stacks Here comes the burn stacks
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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1x3 [3]
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-
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-
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1 (Initial), + 1 Matchlight per repetition
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0
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-
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-
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0
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0
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0
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Vanguard performs a flurry of stabs in the facing direction. A very good piece of combo filler due to its multi-hitting nature and the amount of Burn stacks it can inflict.
- If S1 is held for longer, Vanguard will spend additional Matchlight to repeat this attack until the button is released.
- Each hit applies 1 stack of Burn for a total of 3.
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Crack Of Dawn S2 CRACK OF.. CRACK OF.. 6 6
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5 +
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1
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0.9
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2 (If at least 1 Matchlight, 1+1 Matchlight)
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0
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Melee
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Block 13~50
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0
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0
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0
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Vanguard winds up, Blocking attacks, before crashing down with a huge pillar of flame that deals damage scaling with the opponent's Burn stacks. Vanguard's only defensive tool, and a good one at that, being usable during wakeup invincibility as a reversal or to call out opponents' approach. Even if the Block doesn't get triggered, the subsequent attack hitbox is quite large, being able to stuff out options with ease. Its high damage against Burning opponents also makes it a good combo ender.
- Block does not come out immediately as the ability is used, meaning Vanguard can be stuffed out of the attack early
- Its hitbox is insanely tall, allowing it to combo off of moves such as Ignite even at higher hitstun scaling
- The block can lead into a full combo if the move does not connect.
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Light Up SP
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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-
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-
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-
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0
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0
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-
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-
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0
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0
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0
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Vanguard lights their sword on fire, gaining 1 stack of Matchlight. Due to SP cancelling, Light Up is the backbone of all of Vanguard's combos, as it functions like a pseudo-Roman Cancel, allowing Vanguard to recover quicker and connect more attacks. Additionally, SP is used in neutral to both stack Matchlight for later interactions and restore Light without needing to end Turns.
- Additionally, restores 1 light if used outside of a combo.
- Has a lengthy cooldown. Vanguard needs to link attacks into each other normally to stall for SP cooldown in order to extend combos further.
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Psyches
Fiery Strike S1~S2
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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8 x Spent Matchlight [Max 24]
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1.2
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1
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2
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2
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Melee
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-
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0
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0
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0
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Ready a stance with your sword pulled back and plunge forward with heavy firepower depending on how many matchlight was spent.
- Can be used as an ender but mostly better to land raw or start of combo.
- The more matchlight you have the more it does (Base Damage*Matchlight).
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4th Match Flame ATK~S2 LET ME LAND THIS ONCEEEEE LET ME LAND THIS ONCEEEEE
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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18 [8,10]
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1
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1
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4 - Matchlight (Min 1)
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3
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Melee
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-
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0
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0
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0
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Strategy
Recommended Decks
Standard Issue Vanguard
EL1: Cocoon.
EL2: Gluttony.
EL3: N/A
The primary vanguard deck, makes up for the health loss of matchlight by barely gaining back all the health lost and more with Gluttony. Can't go wrong with it.
"Get a Job."
EL1: Violence
EL2: Chained Wrath
EL3: N/A
Due to vanguard having insane mobility in SP cancelling S1 instead of traditional movement, going for a high roll and ditching all combos for a burst combo such as ATKATK Blazing Strike, it can actually alleviate some of the self damage by not doing a long form combo and instead cashing out early. However, by going for huge cashouts constantly, there will be large periods of downtime between combos, allowing characters such as Gunner to have a higher chance of winning against you.
Gameplan
Combos
Theatre of Light Navigation
General
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Mechanics
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Chapter 1
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Single Entry 1
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