Rupture
Properties
- Type: Melee Low
- Speed: 19F
- Range: Mid-Long
Usage
- Tracks the target depending on locality (up/down)
- Excellent vertical range
But unless u use it when the opponets within the range of the first hit it becomes easy to block, and the first hit has no vertical range at all
- Has an advantage when paired with Duel Rend (after wall crush)
- Goes through magical brave attacks
Summary:
I would recommend this brave attack if you find it difficult to deal with vertical ranging.
same here
This move has an excellent vertical range and is as quick as Duel Rend.
but not as though to block
Be careful with your timing as if you miss the first hit you will surely get blocked.
Critical Attacks best with: Counter Attack, Riposte, Ex Critical Boost, Anti-Ex, Back to the Wall, Cat Nip
Other attacks best with: All Aerial Attacks
Vortex of Judgment
Properties
Usage
- You can control the timing when to activate the next wave
Wich is great for some mindgames.
- You can move Gabranth
- You can use this move right after a dodge to block/reflect/deflect magical attacks and even catch the opponent at the same time.
- Easily blocked but you can punish failed blocks.
Actually, it is possible to aim VoJ to go through a block.
- Provides an excellent blanket of protection against magical attacks
- Leads to chase.
Summary
This is one of the most versatile moves in Gabranth's arsenal. It is somewhat safe and serves as a great offensive and defensive move. Has great magical block/reflect ability. Can suck in opponents and deal heavy damage as well as leads to chase.
I'd also like to point out that VoJ is gabbys best air SnL canceller and that its a great mixup tool.
Critical Attacks best with: All
Other attacks best with: All Aerial attacks
HP ATTACKS mode: normal
EX Charge (ground/air)
Properties- Type: Ex Charge
- Speed: Quick (Hold to Charge, tap to charge a slight amount)
- Range: N/A
- Deals no damage
Usage
- Your only way to charge ex besides collecting ex forces/cores
- It is quick and non-punishable if you only tap charges
- It takes a full 9 seconds to charge full ex bar from zero
- Use it to cancel SnL
- The only move in the game that has a physiological attack on the opponent— that is intimidation.
- Can fall and charge
Summary
Both version of this move are a must. ALWAYS have them equipped. This is your only way to charge the ex bar and safely cancel SnL.
Critical Attacks best with: N/A
Other attacks best with: All
HP ATTACKS mode: EX
Guilt
Properties
- Type : Melee Mid (Sword) ~ Unblockable (Explosion)
- Speed: 50F
- Range: Close-Mid
Usage
- Deals heavy damage.
- Extremely difficult to ex guard the explosion part if not impossible.
it IS impossible to EXG the explosion, although they can dodge it after activating EX
- Can catch aerial opponents
- Can punish dodges
- Use for mindgaming
I dont see how. And even if it was i dont think it'd be a good idea as guilts not hard to punish. Care to explain yourself?
Summary
This is Gabranth's alternative to ground Innocence. It is much better and less risky than ground Innocence. This hp attack is an excellent move if used right. You have to know that your opponent will block, dodge, or do something stupid. I see this as almost an hp version of Relentless Lunge. If you are a rage driver who finds Relentless Lunge as the only way to rape brave, you can't go wrong pairing it up with Guilt
Critical Attacks best with: N/A
Other attacks best with: Relentless Lunge, Enrage, Aero (air/ground)
Innocence (air/ground)
Properties
Usage
- A very risky hp move especially the ground one.
- There are conditions where the opponent can't do anything to escape it
That would be when u have the opponent cornered
- Hard to escape
Only if u have them cornered. otherwise just OAD away from it.
- Works best when above the opponent
Not rly, i find innocence (air) to work best at mid horizontal range. When u have them cornered that is, when in an open area above the opponent would be best because although its still easy to dodge, it become hard to punish.
- Reflect magical attacks
- Can be reflected back to you
- Ground version is very limited as can easily be punished.
- Make sure to send out an Aero before doing this move to reduce risks.
- Provides close range protection from some brave attacks (360)
Summary
Air Innocence is a great hp attack especially when used above the opponent or punishing dodges. You have to be very careful when using it because it can be reflected by other hp attacks. Use it wisely since you can be punished. Ground Innocence is a bit different than Air Innocence, and I do not recommend it at all. It is very easy to punish. For example, you start Ground Innocence, and Squall can easily start Revolver Drive and easily reach you while reflecting all of your attacks. Many other characters can do the same. Be very careful with both Aerial and Ground versions of Innocence. I strongly recommend using the Aerial version.
Hatred
Properties
- Type : Melee High
- Speed: 15F after button release (35F quickest)
- Range: Short
- can reflect magical attacks and clash with most (all?) other hp attacks
Usage
- The best hp attack in Gabranth's arsenal
- Can reflect magical attacks and clash with others
- Usually safe and mostly nonpunishable
- Hard to ex guard
- Wall crushes opponents
- Can stagger some brave attacks at a distance and you can recover fast enough to punish the opponent with duel rend.
U actually end up hitting with hatred when this happens
Summary
The best hp attack in Gabranth's arsenal. Never leave home without it. You will land an hp attack with this move most often than not. It can serve as a shield if used right. You can use Hatred to finish opponents that experience landing lag, although that is very conditional.
Please report any type of errors.
It'd be great if anyone can add onto this list.
Much thanks goes out to:
Spyder Thank you for the template
ujhb (Gabranht's frame/move tech data)
Hollowed (“RL is where Gabby holds up his sword like a steering wheel and lets his Hatred drive through you. ”)
Halla (general info in faq)
Please contribute.

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