Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
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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 |
Gamedefier (talk | contribs) (→Combo Theory: Added general combo theory.) |
Triplicity (talk | contribs) m (Fix nav) |
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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; | ||
{{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. | 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 | 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 | 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 | 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}}}} | ||
==Navigation== | ==Navigation== |
Latest revision as of 04:11, 3 March 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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.
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.
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.
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.
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
Core combos balance potency with consistency. They:
|
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.
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.
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.
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
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
Combo List
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
52% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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19/20 |
Combos |
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8/10 |
Strategy |
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0/20 |
Matchups |
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0/20 |
Frame Data |
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25/30 |
Click here for the scoring criteria to assess character page completion.