|Combo Notation Guide||Character Name Abbreviations|
- All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
- Any combo opening with X > 236H can be started with LX, LXX, M, or H; L does not combo directly into 236H on its own. LX results in more damage than LXX due to scaling.
|Combo||Position||Damage||Meter Gain||Works on:||Difficulty||Notes|
|XXX > 214L > 214M||Anywhere||1820-2620||20-25%||Anyone||Very Easy||Midscreen bread-and-butter. Go straight to 214M for 50 extra damage but reduced meter gain, no knockdown, and ends up at - frames, which if you're ever put into this scenario where you need to do this you may as well spend 214H instead.|
|c.L, c.MXX > 214L > 214M||Anywhere||2295||23%||Anyone||Easy||c.L link into c.M auto combo. Good hitconfirm and frame trap, safe to end at c.M if it didn't hit.|
|2L, 2L, f.L > 214L > 214M||Anywhere||1910||16%||All||Easy||2L link confirm.|
|X > 214H, c.M > 236H, 2H > 5U, 2U > 4G||Corner||4261-5036||31-36%||Anyone||Medium||Optimal safe-jump combo. Switch 2U out with c.H for SSA if you have the meter.|
|X > 214H, c.M > 236H, c.H > 623H||Corner||4377-5079||47-49%||Anyone||Medium||EX damage dump combo. Generally worse than the above safe-jump route from the same starter; spends more EXes for very little damage increase.|
|X > 236H, c.MXX > 214L > 214M||Corner||2710-3765||40%||Anyone||Easy||Basic corner combo, only works point blank such as after an Auto Combo. You can link into 2U instead for a knockdown into safe-jump.|
|X > 236H, c.H > 214H, c.M > SSBA||Corner Crouching||4534-6534||-100%||Anyone||Medium||From Gran's combo trial. Crouching only confirm.|
|CH UOH, c.HX > 236H, f.M > 214H||Anywhere||4200||31%||Anyone||Medium||From Gran's combo trial. Counter Hit Overhead confirm.|
|CH 5U > c.H > 236H > c.H > 214H > c.H > 236236U||Corner||6800-7672||-100%||Anyone||Very Hard||Hardest hitting combo Gran has to offer, even more so on Lvl 5 5U. Loses the corner, needs to be spaced out from the corner slightly for more practical usage of 5U. Can end in DP (if available), 5U, or 2U (for HKD) for obviously less damage.|
|CH 2H > 214L (whiff), c.HXX > 214M||Anywhere||3445||26%||Anyone||Easy||Mostly universal anti-air that's pretty easy to pull off. Really good corner carry. Depending on positioning you can omit one Auto Combo hit for more consistency in exchange for less damage (3320).|
|2H > 214M||Anywhere||2200||11%||Anyone||Easy||AA combo that only works against low to the ground characters, like Metera from her 5U hops.|
Midscreen, autocombo into 214L > 214M is your go-to. Ending in 236X or 623X can net you very slightly more damage, depending on button strength, but nets far less corner carry and follow-up pressure.
In the corner, the general idea is to confirm into either H Overdrive Surge AKA EX Boot AKA 214H for the wall bounce into juggle combo or H Reginleiv into a grounded combo. H Overdrive Surge will combo from far pokes and gives better reward if you're willing to use up your EX Moves and meter, while H Reginleiv is much safer to use but gives no combo at max range pokes.
EX boot's corner carry and wallbounce also open up several combo routes for Gran while his opponent is near the corner. Because EX boot while near the corner will cause the opponent to wallbounce back into Gran's threat range, he can follow it up with his normal 214H corner routes (and use c.H instead of the c.M that the 214H corner opening usually requires). This includes the optimal safejump route given above, but what routes are available varies depending on exactly how far from the corner you are, as the opponent will wallbounce at different heights.
Squall's Combo Doc: https://docs.google.com/document/d/1SVYB8ounYaHI1FUSNoSiG86Is_rsbGkxhZRLI6FQeJo/
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