Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Gran is a versatile ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground., DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.
Perhaps Gran's most appealing aspect is the satisfaction of landing an attack in corner, as it nets significant reward for him. Meanwhile, his greatest shortcoming is also his greatest asset: his simplicity. His approach can often be predictable and he can struggle going into matchups that can keep him out of range.
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.Gran is a well-rounded character with an emphasis on close-range pressure.
- Simple and Strong: Gran has all the tools he needs to win and is incredibly well-rounded.
- Anti-Airs: Between 2HGuardMidStartup11Recovery24Advantage-13, 623HGuardMid×3, All×3Startup11Recovery32Advantage-30, and f.HGuardMidStartup9Recovery21Advantage-9, Gran can intercept jumping opponents quite easily at any range.
- Damage: High damage off most hits and crushing damage in the corner further accentuates his strengths. Counterhits and anti-airs are especially brutal, typically breaking 5K for one cooldown near the corner.
- Short Reach: The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.
- Cooldown Cycling: Gran does not have reliable ways to cycle his cooldowns during combos without situational starters (antiairs, far wall bounces) often leading to low damage on the second hit.
- Bad Supers: Tempest BladeGuardMidStartup6+5Recovery23Advantage-13, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. CatastropheGuardAllStartup8+5RecoveryTotal 99Advantage-18 is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.
Normal Moves
c.L
- GBVSR Gran cL Hitbox.png
Gran's fastest button, ideal for starting pressure or stealing turns during the opponent's offense. High frame advantage on block allows for powerful frame traps and tick throws. It can link into nearly any of Gran's other normals on regular hit for a hit confirm, including other plus on block attacks like his other lights and 2M. Thus, the punishment for failed confirms is low. When used as a meaty, it's low recovery can potentially let Gran block slow reversals.
- Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, 2U
- Crouching Counter Hit: 2H
c.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 6 | 3 | 12 | 0 | +4 |
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up c.L's. Due to the higher attack level, c.M will beat the jab cleanly and score a counter hit.
- Links into Crouching: c.L
- Counter Hit: f.L, 2L, c.M, 2M, f.M, c.H, 2U
- Crouching Counter Hit: f.H
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
c.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1600 | Mid | 8 | 4 | 18 | -3 | +1 |
Highest damage button that goes into auto combo; better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, so much so that it can link into either itself or f.H depending on distance, allowing for a high damage combo in the corner. That, combined with being able to combo into any level of 5U to wall bounce in the corner makes this Gran's best punish starter overall.
Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, f.H, 2U on counterhit
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Triple Attack
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 700 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 700 | Mid | 12 | 3 | 18 | -4 | 0 | |
c.XX6M | 1000 | Low | 12 | 3 | 16 | -4 | KD +30 | |
c.XX6H | 1000 | High | 18 | 3 | 22 | -4 | +1 |
c.XX
- Second hit of a Triple Attack.
c.XXX
- Safe, uninteresting ender. No notable attributes.
c.XX6M
- Low Triple Attack ender.
c.XX6H
- Overhead Triple Attack ender.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | HKD +55 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 | HKD +32 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
f.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 6 | 3 | 9 | +1 | +5 |
A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into 214L>214M to round out a punish, but the cancel window is fairly tight.
- Links into Standing counterhit: 2M, f.L, f.M, 2U
- Crouching: 2L
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
f.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 7 | 3 | 18 | -6 | -2 |
Your go to poke. Has the farthest reach of his normals and reaches far for a 7f normal.
Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
f.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 9 | 5 | 21 | -9 | -5 |
Has slightly less range than his f.M, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.
Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 10 | -2 | +2 |
Good range 2L that can cancel into itself as well as c.L and f.L. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into 214L>214M for knockdown.
Cancels into: c.L, f.L, 2L
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 7 | 5 | 9 | +1 | +5 |
Not a low, but a good poke and common combo tool nonetheless. +1 on block, making it a decent choice to use.
- Links into Standing: c.L, 2M[ch], f.M[ch], c.H[ch], f.H[ch], 2U[ch]
- Crouching: 2L, f.L, c.M
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 24 | -13 | -9 |
Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff 214L>2H>214M is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 6 | 21 | -12 | HKD +43 | 3-27 Low Profile |
Gran's sweep. 2nd farthest normal poke. It low profiles normal projectiles. Sets up for a safejump on its own and sets up for high damage combos.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | HKD +47 |
Dash Normals
66L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 8 | 3 | 10 | +2 | +6 |
Gran lunges forward with his sword sideways. The move cannot be cancelled into any specials, so it's best used as a pressure tool in neutral and the corner. Since it's +2 on block, it's possible to frame trap an enemy mashing light attacks with c.M.
- Links into Standing: c.L, 2L, f.L, c.M, 2M[ch], 2U[ch], f.M[ch], c.H[ch]
- Crouching: 2M, 2U, f.M, f.H[ch]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
66M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Low | 12 | 4 | 21 | -8 | KD +24 |
Gran lunges forward and slashes at the feet. Good mixup tool in neutral.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | HKD +49 |
66H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 15 | 4 | 23 | -8 | +10 |
- Crumple on hit.
- +11 on hit if opponent is crouching.
- Causes knockdown on airborne opponents.
Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 5 | Until L | L+1 |
Gran's fastest air normal. Has active frames from startup until it hits the ground.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 6 | 7 | Until L+1 |
Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by j.U, but it's good to know that it's there.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High/Air | 7 | 6 | Until L+1 |
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | High/Air | 12 | 8 | Until L+1 |
Gran's j.U is a ridiculous jump-in and crossup attack. It hits all around him, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. Its only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Unique Action
Power Raise
5U
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
A chargable slash attack that is considered a special move, thus can be canceled from normals. Can be charged up to four levels and gains invulnerability at level 4. Each level will also increase in damage and range.
The charging animation can be cancelled with L/M/H/G. When canceled, level is stored and resumes charging from the same level when using 5U again. Gran will auto cancel charge after Level 4, and once he's at Level 4, he can still delay the attack by holding 5U or cancel it like normal.
In combos, it can be used in some corner combos if an opponent is high enough after 5H or 2H. At Level 2 it will cause a wallbounce in the corner, allowing for combo extensions; at Level 4, it can wallbounce midscreen, allowing a 214X follow-up. On counter hit all versions will wallbounce on hit in the corner.
It's also a decent pressure tool as it's -2 on block when spaced at the tip and also pulls Gran's hurtbox back a bit.
Version | Level
|
Counter Hit | Skybound Gauge gain |
---|
Universal Mechanics
Ground Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 4 | 3 | 26 | HKD +44 |
Forward throw knocks opponent far away, but untech time is long enough so you can run in for a meaty or jump in. Great for driving your opponent towards the corner.
Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.
Between buttons such as c.L, 2L, c.M, and 2M, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.
Because Gran has a fairly fast dash, it is possible to plink the dash button and throw button to perform a throw with extended range after pressuring with c.L in a corner.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 5 | 5 | Until L+6 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Guard Crush 45 [52] | 28 | 1 | 37 | +8 [+15] | +15 |
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
- Data in [] refers to the advantage when opponent has no Bravery Points left
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 13 | 5 | 17 | - | +15 |
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 [18] | 3 | 19 [Total 54] | +6 [+5] | KD +21 [0] | 1-20 [1-?] All |
- Requires a Bravery Point.
- Requires to be in blockstun.
- Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | HKD |
- Data in [] refers to the situation when countering the Raging Strike
- Clash level 50.
Special Moves
Reginleiv
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 14 | Until hit | Total 45 | -7 | -3 | |
236M | 400, 800 | Mid, All | 13 | 10(4)Until hit | Total 55 | -4 | KD +24 | |
236H | 400×3 | All | 14 | Until hit | Total 45 | +3 | +7 |
Projectile. Gran's traditional fireball.
- 236L
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.
- 236M
Gran slashes upward before shooting out a projectile. Despite first hit being a slash, it can cancel out projectiles, which is useful to turn projectile wars more in your favor. The delay is also helpful in throwing off your opponent's timing when trying to dodge 236L. In blockstrings, it serves as a better ender than 236L due to the pushback and better advantage.
First slash knocks grounded enemies into the air and forces an air recovery.
- 236H
A grown man 3-hit fireball, primarily a combo and pressure tool.
H Reginleiv does NOT knockdown standing opponents, but instead leaves them standing. Depending on distance and the state of the opponent, it can be followed by c.M when close standing, c.H when close airborne, and f.M when far. It is also worth throwing out when applying pressure in the corner. H Reginleiv can also frame trap from cXX, albeit in a rather tight window.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | 5F after contact or disappear | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236M | 5F after contact or disappear | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 420F after contact or disappear | 2 |
236L:
- 1-40F counterhit state
236M:
- 1-40F counterhit state
236H:
- 1-40F counterhit state
Rising Sword
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 500×2 | Mid, All | 6 | 2,9 | 30 | -16 | KD +27 | |
623M | 400×2, 300 | Mid×2, All | 9 | 2(3)2,17 | 32 | -30 | KD +15 | 1~17 All |
623H | 400, 200×2, 300, 200×2 | Mid×3, All×3 | 11 | 2,3,6(23)2(3)2,2,3,3,9 | 32 | -30 | KD +27 | 1~21 All |
Invincible rising uppercut. Useful both as a damaging combo ender and a tool to escape pressure, at the risk of being highly punishable on block or whiff.
- 623L
The L version is not invulnerable, so its main use is to anti-airing where 2H cannot consistently hit (Katalina j.U, for example). Also completely air blockable, but punishing for opponent can be difficult considering how fast the cooldown is after you can DP again.
Hitting this move high in the air will allow a combo afterwards due to its long untech. Depend on distance, a close normal is even possible.
- 623M
The M version is invulnerable, and is the fastest option for resourceless invincible reversal. As they recovers mid-air, it effectively resets you back to neutral.
M versions is air unblockable on the first two active frame intervals only.
- 623H
H version grants a techable knockdown, which can be useful for reversing a sticky situation. In combos, it can act as an ender, or as a combo filler after a juggled c.M if it hits high enough.
H version is air unblockable for the first rise of the move, but not the second. Note that there is a small gap in-between the two strikes where daring players can attempt a counter hit punish.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | 20F starting 3F | 4, 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623M | 240F starting 3F | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 600F starting 3F | 4 |
623L:
- Airborne 8-35
623M:
623H:
- First part does 3 hits, second part does 3 hits. Both parts can only land a max total of 6 hits
Overdrive Surge
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 700 | Mid | 13 | 3 | 17 | -5 to -3 | -1 | |
214M | 1200 | Mid | 16 | 13 | 14 | -10 to +2 | -2 to +6 | |
214H | 1800 | Mid | 13 | 13 | 15 | -11 to +1 | KD +25 to KD +37 |
Gran's advancing move and main combo tool for knockdown and damage.
- 214L
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into 214M on hit or block, which can be used to test your opponent's willingness to mash after 214L lest they risk a Counter Hit 214M.
On hit, 214L > 214M serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.
- 214M
Gran dashes forward with his foot out and covers a lot of horizontal space in front of him. Minus on grounded hit, and as it does not knock down on grounded hit you'll lose your turn should you end grounded combos with this.
On block safety ranges depending on the range used: at point blank, Gran is extremely punishable, however at farther lengths it can be spaced out to be safe and at most be slightly plus on block. On Counter Hit causes extended hitstun for a follow-up combo, but doesn't allow for a combo at point blank. Doesn't reliably combo from far pokes without a counter hit.
- 214H
Similar to 214M, but Gran dashes forward faster, allowing far normals to combo into it. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups.
Has slightly better on-block values but still punishable if used incorrectly.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | 20F starting 3F | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214M | 20F starting 3F | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 420F starting 3F | 3 |
214L:
- Cancelable into followup frame 14-19
214M:
- Airborne 12-27
214H:
- Airborne 9-24
Ultimate Skills
Ultimate Reginleiv
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236U | 1600 | All | 11 | Until hit | Total 32 | -4 | HKD +52 |
- Requires 50% meter, refunds 25% on hit and 12.5% on block.
Gran's traditional fireball except it travels even faster and has higher clash level compared to almost all other projectiles, making it ideal for winning fireball wars.
It is not plus on block and should not be used as a pressure tool. Causes a hard knockdown, and has no useful combo meanings other than a combo ender for hard knockdown.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236U | 180F after contact or disappear |
236U:
- Slowdown 3-17
- Counterhit state 1-25
Ultimate Rising Sword
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623U | 300×6 [700, 300×2, 700] | Mid | 8 | 2(1)1,2,1,2,4 | 42 | -25 | HKD +43 | 1-20 All |
- Requires 50% meter, and does not refund.
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623U | 300F starting 3F | 2 |
623U:
- Slowdown 3-17
- Clean hit possible on the first 2 active frames
- Numbers in [] denotes damage when clean hit
Ultimate Overdrive Surge
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214U | 1200×2 | Mid | 11 | 7(10)3 | 20 [11] | -6 | HKD +60 |
- Requires 50% meter, refunds 25% on hit and 12.5% on block.
A version of Overdrive Surge with incredibly fast startup. Can be used in place a reversal to break free from certain frametraps, or punish the recovery. It is punishable on block so it is not your go-to neutral move however.
Ground bounces on hit and can combo into c.M afterwards. As it leads into a hard knockdown, it is useful for setting up safejumps after combos.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214U | 180F starting 3F | 2 |
214U:
- Slowdown 3-17
- Numbers in [] denotes recovery when first hit whiffs
Skybound Art
Tempest Blade
236236H, 236S or L+M+S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500, 3000 | Mid | 6+5 | 3(4)9 | 23 | -13 | HKD (+42) | 1-13 Full |
Gran charges up his sword with energy and stabs the opponent, blasting them away. Deals big damage but the first hit has a short reach. Try using it when close to the opponent as the damage dropoff is drastic without the cinematic hit from close range.
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.
- Recovers 1 Bravery Point for Gran during superflash.
- Removes 1 Bravery Point for the opponent on close hit only.
- 50% minimum damage: 2250 (750, 1500)
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
- Technical input damage: 1650, 3300
- Transitions to cinematic when hitting on frames 11~13
- Cancellable into follow-up when hitting on frames 11~20
Super Skybound Arts
Catastrophe
236236U, 236S+U or L+M+U+S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
960×2, 360×2, 3000 [800×5] | All | 8+5 | Total 99 | -18 | HKD +45 | 1-18 Full |
Gran charges and throws out an invulnerable projectile move. It can travel across the screen, but if it hits at close range it will be followed by a massive blast by the summoned Proto Bahamut. Deals a lot of chip damage on block which can setup for a chip kill afterwards.
- Recovers 1 Bravery Point for Gran during superflash.
- Removes 2 Bravery Points for the opponent on close hit only.
- 50% minimum damage: 3000 [2000]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
- Transitions to cinematic when hitting on frames 13~18
- Gran is in Counter Hit state frames 19~39
Eternal Edge
During the first hit of Tempest Blade, 236U, 236S+U or S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
120×30, 840 [100×30, 700] | Mid | 7 | HKD +40 |
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. The wallbounce from the blast leaves the opponent right next to Gran, allowing for better okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. As it's a Super Skybound Art, it removes a second Bravery Point from the opponent on hit including if a first was removed by Tempest Blade, but does not restore a second for Gran himself.
Doing technical input only for this part will not affect the damage; only the input of Tempest Blade matters.
- Removes 1 Bravery Point for the opponent.
- 50% minimum damage (combined with 236236H): 2970 [2000]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
- HKD +46 on hit if opponent was wallbounced
Colors
52% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Overview |
|
|
19/20 |
Combos |
|
|
8/10 |
Strategy |
|
|
0/20 |
Matchups |
|
|
0/20 |
Frame Data |
|
|
25/30 |
Click here for the scoring criteria to assess character page completion.