GBVSR/Gran/Combos: Difference between revisions

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Due to a lack of non-launcher combo extenders and GBVSR's strict air combo limit system, Gran's entire possible combo structure can be boiled down to this flowchart;
Due to a lack of non-launcher combo extenders and GBVSR's strict air combo limit system, Gran's entire possible combo structure can be boiled down to this flowchart;


<code>Jump-in or Counter Hit ({{clr|H|c.H}} or {{clr|H|66H}}), Linking Normal ({{clr|L|c.L}} or {{clr|L|66L}}), Close Normal > Triple Attack > Comboable Special, Close Normal > Triple Attack > Combo Ender</code>
{{ComboText|Jump-in or Counter Hit ({{clr|H|c.H}} or {{clr|H|66H}}), Linking Normal ({{clr|L|c.L}} or {{clr|L|66L}}), Close Normal > Triple Attack > Comboable Special, Close Normal > Triple Attack > Combo Ender}}


e.g. <code>{{clr|U|j.U}}, {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}</code>
e.g. {{ComboText|{{clr|U|j.U}}, {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}}}


There are only a handful of viable ways of altering this combo structure, starting with what can be done before launching the opponent. If Gran is too far away to trigger close normals, use {{clr|M|f.M}} instead. The <code>{{clr|L|c.L}}, {{clr|H|c.H}}</code> link is only used in situations where the combo starter can link into {{clr|L|c.L}} but not into {{clr|M|c.M}} or {{clr|H|c.H}} (such as {{clr|L|2L}} or {{clr|L|j.L}}) or if {{clr|L|c.L}} is the starter. Otherwise, the {{clr|L|c.L}} is skipped to reduce combo scaling. The last notable alteration is to replace the Comboable special with {{clr|H|H}} Reginleiv as it doesn't launch on hit and can link into either {{clr|M|f.M}} or {{clr|M|c.M}} depending on whether or not the opponent is cornered.
There are only a handful of viable ways of altering this combo structure, starting with what can be done before launching the opponent. If Gran is too far away to trigger close normals, use {{clr|M|f.M}} instead. The {{ComboText|{{clr|L|c.L}}, {{clr|H|c.H}}}} link is only used in situations where the combo starter can link into {{clr|L|c.L}} but not into {{clr|M|c.M}} or {{clr|H|c.H}} (such as {{clr|L|2L}} or {{clr|L|j.L}}) or if {{clr|L|c.L}} is the starter. Otherwise, the {{clr|L|c.L}} is skipped to reduce combo scaling. The last notable alteration is to replace the Comboable special with {{clr|H|H}} Reginleiv as it doesn't launch on hit and can link into either {{clr|M|f.M}} or {{clr|M|c.M}} depending on whether or not the opponent is cornered.


The "Comboable Special" can be any one of the following specials; charged {{clr|U|5U}}, {{clr|H|H}} Overdrive Surge, {{clr|U|U}} Overdrive Surge, or Raging Strike into Raging Chain. The follow-ups for {{clr|U|5U}} are highly dependent on screen positioning and charge level with the only mid-screen route being <code>lvl 4 {{clr|U|5U}}, 66{{clr|H|f.H}}</code> while the corner routes are <code>lvl 2 or 3 {{clr|U|5U}}, {{clr|L|c.L}}</code> or <code>lvl 4 {{clr|U|5U}}, {{clr|M|c.M}}</code>. {{clr|H|H}} Overdrive Surge only works in the corner. Both versions of Overdrive Surge cannot normally link into {{clr|H|c.H}} and thus must settle for {{clr|M|c.M}}. Raging Strike/Chain can always be followed-up with {{clr|H|c.H}} regardless of how it connected. The Raging Chain follow-up can be skipped in the corner for less resources and better damage.
The "Comboable Special" can be any one of the following specials; charged {{clr|U|5U}}, {{clr|H|H}} Overdrive Surge, {{clr|U|U}} Overdrive Surge, or Raging Strike into Raging Chain. The follow-ups for {{clr|U|5U}} are highly dependent on screen positioning and charge level with the only mid-screen route being {{ComboText|lvl 4 {{clr|U|5U}}, 66{{clr|H|f.H}}}} while the corner routes are {{ComboText|lvl 2 or 3 {{clr|U|5U}}, {{clr|L|c.L}}}} or {{ComboText|lvl 4 {{clr|U|5U}}, {{clr|M|c.M}}}}. {{clr|H|H}} Overdrive Surge only works in the corner. Both versions of Overdrive Surge cannot normally link into {{clr|H|c.H}} and thus must settle for {{clr|M|c.M}}. Raging Strike/Chain can always be followed-up with {{clr|H|c.H}} regardless of how it connected. The Raging Chain follow-up can be skipped in the corner for less resources and better damage.


Up to 3 of these specials can be used in the same combo if air juggling Triple Attack is omitted. {{clr|H|H}} Reginleiv can be used as the second or third "Comboable Special" in the corner. Note that there are caveats on which specials can be paired together and in what order. {{clr|U|5U}} cannot be used if the grounded portion of the combo was extended with {{clr|H|H}} Reginleiv outside the corner as {{clr|M|f.M}} doesn't combo into {{clr|U|5U}}. If both versions of Overdrive Surge are used, the {{clr|H|H}} version has to be used first due to the skill cooldown. For optimal damage, {{clr|U|5U}} and Raging Strike/Chain should be used earlier than both versions of Overdrive Surge if possible.
Up to 3 of these specials can be used in the same combo if air juggling Triple Attack is omitted. {{clr|H|H}} Reginleiv can be used as the second or third "Comboable Special" in the corner. Note that there are caveats on which specials can be paired together and in what order. {{clr|U|5U}} cannot be used if the grounded portion of the combo was extended with {{clr|H|H}} Reginleiv outside the corner as {{clr|M|f.M}} doesn't combo into {{clr|U|5U}}. If both versions of Overdrive Surge are used, the {{clr|H|H}} version has to be used first due to the skill cooldown. For optimal damage, {{clr|U|5U}} and Raging Strike/Chain should be used earlier than both versions of Overdrive Surge if possible.
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The combo ender is usually {{clr|L|L}} Rising Sword as Overdrive Surge is likely on cooldown and Tempest Blade requires max meter. If Rising Sword is also on cooldown, use {{clr|U|5U}} for damage and corner carry or use {{clr|H|c.H}}X{{clr|H|6H}} for oki and to conserve Power Charge levels.
The combo ender is usually {{clr|L|L}} Rising Sword as Overdrive Surge is likely on cooldown and Tempest Blade requires max meter. If Rising Sword is also on cooldown, use {{clr|U|5U}} for damage and corner carry or use {{clr|H|c.H}}X{{clr|H|6H}} for oki and to conserve Power Charge levels.


When stretched to it's limit, the combo looks like this;
When stretched to its limit, the corner combo looks like this: {{ComboText|CH {{clr|H|c.H}}, 66{{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|c.M}}XX > {{clr|U|5U}}, {{clr|M|c.M}} > {{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}} > {{clr|H|214H}}, {{clr|M|c.M}} > {{clr|H|236236H}}~{{clr|U|236U}}}}
 
Corner only:<code>CH {{clr|H|c.H}}, 66{{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|c.M}}XX > {{clr|U|5U}}, {{clr|M|c.M}} > {{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}} > {{clr|H|214H}}, {{clr|M|c.M}} > {{clr|H|236236H}}~{{clr|U|236U}}


==Navigation==
==Navigation==

Latest revision as of 04:11, 3 March 2024

 Gran
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RS = Raging Strike
RC = Raging Chain
AB =  Avatar Belial
AN =  Anila
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GM =  Grimnir
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NI =  Nier
NM =  Narmaya
PC =  Percival
SF =  Siegfried
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta
2B =  2B

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Starting From Square OneSpecial canceling a normal for a knockdown.
Very Easy


X > 214L~214M
Light Overdrive Surge is Gran's universal combo ender against grounded opponents. Regardless of the starter or combo before hand, use it to push the opponent to the corner where Gran can get much better damage.


Anti-AirDiscourage jumping by getting more damage and corner carry from 2H.
Very Easy


2H > 214M
Universal anti-air confirm from 2H. Medium Overdrive Surge combos in just about every situation, though a max height anti-air will require a slight delay on the special cancel.


Close Range PunishUsing Heavy Reginleiv for a combo extension.
Easy


c.XXX > 236H, f.M > 214L~214M
After a Triple Attack or a point-blank range close normal, its possible to link into f.M from Heavy Reginleiv for extra damage. Light Overdrive Surge can be replaced with the Ultimate version mid-screen or the heavy version in the corner to further extend the combo. Tempest Blade can be used instead for max damage and can even be followed up with Eternal Edge if Gran is in SSA mode.


Converting Pokes Into AdvantageSwap between Heavy and Ultimate Overdrive Surge depending on screen position.
Easy


X > 214H or 214U, c.MXX > 623L
The ground bounce from the Ultimate version of Overdrive Surge can extend combos anywhere on the screen in exchange for 50% meter. The Heavy version only works in or near the corner but requires no meter and deals higher damage.


Spending BraveryUtilizing Raging Strike and Chain.
Easy


X > M+H~M+H, c.HXX > 623L
Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Basic LinksTime attacks to get higher damage than what cancels alone can reach.
Easy


2L, 2L, f.L > 214L~214M
Normal to normal cancels are few and far between in GBVSR so links must be used to combo from one normal to another. This particular example is a fundamental part of Gran's pressure game, as the whole string is safe on block even if the links are mistimed, can be delayed for frame traps, and is also a combo on hit. Incredibly easy to hit confirm off of to boot.


One Small Step for (Gr)anSpacing Medium Overdrive Surge for a higher frame advantage.
Easy


214M, f.L > 214L~214M
Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, f.L will frame trap the opponent. On hit, it will combo for moderate damage, though additional resources can be spent to push for a knock out. Can combo from closer ranges with a counter hit and/or a crouch hit.


Full Strength Power RaiseMicro-dashing to get the most out of level 4 5U.
Medium


X > 5U, 66f.H > 214L~214M
When fully charged, 5U wall bounces the opponent mid-screen. While advancing special moves like Overdrive Surge or Tempest Blade can combo directly from it, dashing in to hit with a normal first gives better damage, meter gain, and corner carry. Replace f.H with f.M for an easier but less rewarding combo.


Counter Hit Anti-AirIntentionally whiffing Light Overdrive Surge for better follow-ups.
Medium


CH 2H > (Whiff) 214L, c.HXX > 623L
The massive hitstop on a 2H counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after 2H, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably c.H) for higher damage and the option to end the combo with a close hit super for max damage.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute



Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.LXX > 214L~214M Anywhere 2670 22% [1] Very Easy Simple combo using Triple Attack from c.L into a special move. 1.12
c.L > 2L > f.L > 214L~214M Anywhere 2090 19% [1] Very Easy Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it. 1.12
c.L, c.HXX > 214L~214M Anywhere 3840 26% [1] Very Easy Outside of some unusual interactions, c.L will always link into c.H regardless of how it hit. Greatly improves damage for minimal execution. 1.12
c.L, c.HXX > 5U, f.H > 214L~214M Mid-Screen 5370 33% [2] Easy Requires level 4 Power Charge. Must dash after 5U so that f.H will combo into L Overdrive Surge. 1.12
c.L, c.HXX > 236H, f.M > 214L~214M Anywhere 4560 33% [2] Easy Simple combo extension using H Reginleiv. 1.12
c.L, c.HXX > 214U, c.MXX > 623L Anywhere 5020 -32% [2] Easy Basic combo extension using U Overdrive Surge. 1.12
c.L, c.HXX > M+H~M+H, c.HXX > 623L Anywhere 5500 -6% [2] Easy Combo extension using Raging Chain and Raging Strike. Requires 1 point of Bravery. 1.12
c.L, c.HXX > 5U, f.H > 214U, c.HXX > 623L Mid-Screen 6456 -24% [3] Medium Double resource spending combo. Requires level 4 Power Charge. 1.12
c.L, c.HXX > 5U, f.H > M+H~M+H, c.HXX > 623L Mid-Screen 6610 1% [3] Medium Double resource spending combo. Requires level 4 Power Charge and 1 point of Bravery. 1.12
c.L, c.HXX > 236H, f.M > 214U, c.MXX > 623L Anywhere 5546 -23% [3] Medium Extended combo that puts Reginleiv on cooldown and burns meter. 1.12
c.L, c.HXX > 236H, f.M > M+H~M+H, c.HXX > 623L Anywhere 5800 2% [3] Medium Extended combo that puts Reginleiv on cooldown and burns 1 point of Bravery. 1.12
c.L, c.HXX > M+H~M+H, c.H > 214U, c.HXX > 623L Anywhere 6316 -6% [3] Medium Extended combo that burns meter and 1 point of Bravery. 1.12
Combo Position Damage SBA Gain Difficulty Notes Video Ver
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Combo Position Damage SBA Gain Difficulty Notes Video Ver
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Combo Position Damage SBA Gain Difficulty Notes Video Ver
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Combo Theory

Due to a lack of non-launcher combo extenders and GBVSR's strict air combo limit system, Gran's entire possible combo structure can be boiled down to this flowchart;

Jump-in or Counter Hit (c.H or 66H), Linking Normal (c.L or 66L), Close Normal > Triple Attack > Comboable Special, Close Normal > Triple Attack > Combo Ender

e.g. j.U, c.L, c.HXX > 214U, c.HXX > 623L

There are only a handful of viable ways of altering this combo structure, starting with what can be done before launching the opponent. If Gran is too far away to trigger close normals, use f.M instead. The c.L, c.H link is only used in situations where the combo starter can link into c.L but not into c.M or c.H (such as 2L or j.L) or if c.L is the starter. Otherwise, the c.L is skipped to reduce combo scaling. The last notable alteration is to replace the Comboable special with H Reginleiv as it doesn't launch on hit and can link into either f.M or c.M depending on whether or not the opponent is cornered.

The "Comboable Special" can be any one of the following specials; charged 5U, H Overdrive Surge, U Overdrive Surge, or Raging Strike into Raging Chain. The follow-ups for 5U are highly dependent on screen positioning and charge level with the only mid-screen route being lvl 4 5U, 66f.H while the corner routes are lvl 2 or 3 5U, c.L or lvl 4 5U, c.M. H Overdrive Surge only works in the corner. Both versions of Overdrive Surge cannot normally link into c.H and thus must settle for c.M. Raging Strike/Chain can always be followed-up with c.H regardless of how it connected. The Raging Chain follow-up can be skipped in the corner for less resources and better damage.

Up to 3 of these specials can be used in the same combo if air juggling Triple Attack is omitted. H Reginleiv can be used as the second or third "Comboable Special" in the corner. Note that there are caveats on which specials can be paired together and in what order. 5U cannot be used if the grounded portion of the combo was extended with H Reginleiv outside the corner as f.M doesn't combo into 5U. If both versions of Overdrive Surge are used, the H version has to be used first due to the skill cooldown. For optimal damage, 5U and Raging Strike/Chain should be used earlier than both versions of Overdrive Surge if possible.

The combo ender is usually L Rising Sword as Overdrive Surge is likely on cooldown and Tempest Blade requires max meter. If Rising Sword is also on cooldown, use 5U for damage and corner carry or use c.HX6H for oki and to conserve Power Charge levels.

When stretched to its limit, the corner combo looks like this: CH c.H, 66c.HXX > 236H, c.MXX > 5U, c.M > M+H, c.H > 214H, c.M > 236236H~236U

Navigation

 Gran
52% complete
Page Completed To-do Score
Overview
  • Overview overhaul completed.
  • Second revamp done up to 2L.
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Combos
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  • Combo theory complete.
  • Combo List started.
  • Specialized combos not yet added.
  • Combo List needs finishing.
8/10
Strategy
  • Placeholder only
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Matchups
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Frame Data
  • General frame data is complete.
  • All hitboxes are missing.
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