https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Gamedefier&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T13:14:56ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=Dustloop_Wiki:Roadmap/GBVSR&diff=450278Dustloop Wiki:Roadmap/GBVSR2024-03-22T04:18:51Z<p>Gamedefier: /* Gran */ Updated Gran's roadmap to match current progress.</p>
<hr />
<div>==[[GBVSR/Anila|Anila]]==<br />
{{Roadmap-GBVSR<br />
|Character=Anila<br />
|OverviewStatus= <br />
* Has basic content filled.<br />
|OverviewTodo= <br />
* Starter Page uncreated<br />
* Moves still need to be worded/cleaned up better.<br />
|OverviewScore=10<br />
|CombosStatus=* Has Basic, Core and Specialized filled.<br />
|CombosTodo= * No combo theory.<br />
* Some sections can still be cleaned up better (e.g break Midscreen corner carry combos into either tabber or multiple sections so it is easier to read)<br />
|CombosScore=4 <br />
|StrategyStatus=* Has a video and that's it.<br />
|StrategyTodo=* Add everything else<br />
|StrategyScore=1<br />
|MatchupsStatus=* Empty<br />
|MatchupsTodo=* Add<br />
|MatchupsScore=0<br />
|FrameDataStatus=* All images and basic data are there.<br />
|FrameDataTodo= *Still waiting for hitbox viewer<br />
* Double check every frame data?<br />
|FrameDataScore=22<br />
}}<br />
<br />
==[[GBVSR/Anre|Anre]]==<br />
{{Roadmap-GBVSR<br />
|Character=Anre<br />
|OverviewStatus= *Most moves have descriptions<br />
|OverviewTodo= *Further explain pros/cons bullet points<br />
*Add explanations for moves that are missing them<br />
*Create starter guide<br />
|OverviewScore= 12<br />
|CombosStatus= *Basic, core, specialized sections are filled in<br />
|CombosTodo= *Add combo theory<br />
*Fill in combolist further<br />
*Add video examples<br />
|CombosScore= 4<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill in page<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill in page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Framedata fill in<br />
|FrameDataTodo= *Double check framedata<br />
*Add images for U moves, hitboxes<br />
|FrameDataScore= 22<br />
}}<br />
<br />
==[[GBVSR/Avatar Belial|Avatar Belial]]==<br />
{{Roadmap-GBVSR<br />
|Character=Avatar Belial<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Combo theory written<br />
|CombosTodo= *Fill in core, basic, specialized combo sections<br />
*Fill in combolist<br />
*Add video examples<br />
|CombosScore= 2<br />
|StrategyStatus= *Basics written<br />
|StrategyTodo=<br />
* Expand on everything<br />
* Add defense section<br />
* Add health management section<br />
|StrategyScore= 7<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill in page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Beelzebub|Beelzebub]]==<br />
{{Roadmap-GBVSR<br />
|Character=Beelzebub<br />
|OverviewStatus=*Incomplete <br />
|OverviewTodo=*Starter Guide <br />
|OverviewScore=15 <br />
|CombosStatus=*Incomplete <br />
|CombosTodo=*Fill <br />
|CombosScore=0 <br />
|StrategyStatus=*Incomplete <br />
|StrategyTodo=*Images, additional media to supplement concepts, examples.<br />
|StrategyScore=13<br />
|MatchupsStatus=*Page created <br />
|MatchupsTodo=*Everything <br />
|MatchupsScore=0 <br />
|FrameDataStatus=*Data Complete<br />
|FrameDataTodo=*Hitboxes<br />
|FrameDataScore=25<br />
}}<br />
<br />
==[[GBVSR/Belial|Belial]]==<br />
{{Roadmap-GBVSR<br />
|Character=Belial<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= * Add damage<br />
* Demo videos?<br />
|CombosScore= 4<br />
|StrategyStatus= * Has text<br />
|StrategyTodo= * Add<br />
|StrategyScore= 1<br />
|MatchupsStatus= * Empty <br />
|MatchupsTodo= * Add<br />
|MatchupsScore= 0 <br />
|FrameDataStatus=* Has basic data, damage is right now<br />
|FrameDataTodo= *Hitbox<br />
* Double check<br />
|FrameDataScore= 15<br />
}}<br />
<br />
==[[GBVSR/Cagliostro|Cagliostro]]==<br />
{{Roadmap-GBVSR<br />
|Character=Cagliostro<br />
|OverviewStatus= * Has basic description filled <br />
|OverviewTodo= <br />
* No starter page<br />
|OverviewScore= 18<br />
|CombosStatus=* Has a combo list <br />
|CombosTodo=* Fill in Basic, Core, Specialized Combo sections<br />
*Write combo theory<br />
*Add video examples<br />
|CombosScore=4<br />
|StrategyStatus=* Empty <br />
|StrategyTodo=* Add<br />
|StrategyScore=0<br />
|MatchupsStatus=* Empty <br />
|MatchupsTodo=* Add<br />
|MatchupsScore=0<br />
|FrameDataStatus=* Has most images albeit some background are not transparent<br />
*Has data filled<br />
|FrameDataTodo=* Hitbox viewer moment<br />
*Some Active is still missing (those are projectiles?)<br />
|FrameDataScore=12<br />
}}<br />
<br />
==[[GBVSR/Charlotta|Charlotta]]==<br />
{{Roadmap-GBVSR<br />
|Character=Charlotta<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Page created<br />
|CombosTodo= *Fill page in<br />
|CombosScore= 0<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Djeeta|Djeeta]]==<br />
{{Roadmap-GBVSR<br />
|Character=Djeeta<br />
|OverviewStatus= Overview filled<br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= 12<br />
|CombosStatus= Combos mostly filled<br />
|CombosTodo= <br />
|CombosScore= 15 <br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Eustace|Eustace]]==<br />
{{Roadmap-GBVSR<br />
|Character=Eustace<br />
|OverviewStatus= *Overview filled<br />
|OverviewTodo= *Create a starter guide<br />
|OverviewScore= 14<br />
|CombosStatus= *Page with templates created<br />
|CombosTodo= *Fill in the page<br />
|CombosScore= 0<br />
|StrategyStatus= *Page created <br />
|StrategyTodo= *Fill in the page<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created <br />
|MatchupsTodo= *Fill in the page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Framedata filled in<br />
|FrameDataTodo= *Add U version image and all hitboxes.<br />
*Double check framedata<br />
|FrameDataScore= 22<br />
}}<br />
<br />
==[[GBVSR/Ferry|Ferry]]==<br />
{{Roadmap-GBVSR<br />
|Character=Ferry<br />
|OverviewStatus= *Created starter guide<br />
|OverviewTodo= *Fill in starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Page with necessary templates created<br />
*Combolist partially filled in<br />
*Core, basic, spec. sections have a few combos<br />
*Combo theory partially written<br />
|CombosTodo= *Extend combolist<br />
*Add combos to the core, basic, spec. sections<br />
*Add videos<br />
*Expand/restructure combo theory in a coherent manner<br />
|CombosScore= 4<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Framedata is there<br />
*Most moves have images<br />
*Added missing U/66X images<br />
|FrameDataTodo= *Double check framedata<br />
*Replace placeholder U/66X images<br />
*Add hitboxes for all moves<br />
|FrameDataScore= 22<br />
}}<br />
<br />
==[[GBVSR/Gran|Gran]]==<br />
{{Roadmap-GBVSR<br />
|Character=Gran<br />
|OverviewStatus=<br />
* Overview overhaul completed.<br />
|OverviewTodo= <br />
* Second revamp done up to 2L.<br />
|OverviewScore=19<br />
|CombosStatus=<br />
* Basic and Core combos are filled.<br />
* Combo theory complete.<br />
* Combo List started.<br />
|CombosTodo=<br />
* Specialized combos not yet added.<br />
* Combo List needs finishing.<br />
|CombosScore=8<br />
|StrategyStatus=*Placeholder only<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore=0<br />
|MatchupsStatus=*Placeholder only<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore=0<br />
|FrameDataStatus=<br />
* General frame data is complete.<br />
|FrameDataTodo=<br />
* All hitboxes are missing.<br />
|FrameDataScore=25<br />
}}<br />
<br />
==[[GBVSR/Grimnir|Grimnir]]==<br />
{{Roadmap-GBVSR<br />
|Character=Grimnir<br />
|OverviewStatus= <br />
|OverviewTodo= *Overhaul/Expand Starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Basic, Core and Spec. sections are filled in<br />
|CombosTodo= *Fill in combolist<br />
*Write combo theory<br />
*Add video examples<br />
*Expand combolist/add combos if necessary<br />
|CombosScore= 5<br />
|StrategyStatus= *Has explanations for Neutral, Offense, Blockstrings<br />
|StrategyTodo= *Review twitter links for tech and write it down (for Oki, setups, etc.)<br />
*Fighting Grimnir Section<br />
|StrategyScore= 12<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Katalina|Katalina]]==<br />
{{Roadmap-GBVSR<br />
|Character=Katalina<br />
|OverviewStatus= *Essentially finished<br />
|OverviewTodo= *Double-check existing information and update images with background<br />
|OverviewScore= 18<br />
|CombosStatus= *Essentially finished<br />
|CombosTodo= *Videos needed<br />
|CombosScore= 8<br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= 20<br />
|MatchupsStatus= <br />
|MatchupsTodo= <br />
|MatchupsScore= 4<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Ladiva|Ladiva]]==<br />
{{Roadmap-GBVSR<br />
|Character=Ladiva<br />
|OverviewStatus= <br />
|OverviewTodo= *Replace "EX" and "X Version" with their respective inputs<br />
*Double check (color)formatting<br />
*Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Page created<br />
|CombosTodo= *Fill page in<br />
|CombosScore= 0<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Lancelot|Lancelot]]==<br />
{{Roadmap-GBVSR<br />
|Character=Lancelot<br />
|OverviewStatus= <br />
|OverviewTodo= *Starter Guide<br />
|OverviewScore= 15<br />
|CombosStatus= *Basic/core combos done. <br />
|CombosTodo= *Still need specialized/niche combos for the table combo list and possible combo theory paragraphs.<br />
|CombosScore= 4 <br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Neutral, defense, pressure, okizeme<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Neutral and knowledge checks against all characters<br />
|MatchupsScore= 0<br />
|FrameDataStatus= *All moves checked for damage and frame data, except invul.<br />
|FrameDataTodo= *Needs low/overhead triple attacks, raging strike/chain, and brave counter images<br />
*Pending all hitbox images<br />
|FrameDataScore= 23<br />
}}<br />
<br />
==[[GBVSR/Lucilius|Lucilius]]==<br />
{{Roadmap-GBVSR<br />
|Character=Lucilius<br />
|OverviewStatus= <br />
|OverviewTodo= <br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= <br />
|CombosScore= <br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= <br />
|MatchupsTodo= <br />
|MatchupsScore= <br />
|FrameDataStatus= <br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Lowain|Lowain]]==<br />
{{Roadmap-GBVSR<br />
|Character=Lowain<br />
|OverviewStatus= *Overview filled<br />
|OverviewTodo= *Create a starter guide<br />
|OverviewScore= 14<br />
|CombosStatus= *Page with templates created<br />
|CombosTodo= *Fill in the page<br />
|CombosScore= 0<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill in the page<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill in the page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Framedata filled in<br />
|FrameDataTodo= *Add U version images and all hitboxes.<br />
|FrameDataScore= 25<br />
}}<br />
<br />
==[[GBVSR/Metera|Metera]]==<br />
{{Roadmap-GBVSR<br />
|Character=Metera<br />
|OverviewStatus= *Overview filled<br />
|OverviewTodo= *Create a starter guide<br />
|OverviewScore= 15<br />
|CombosStatus= *Basic, Core, and Specialized combos completed<br />
|CombosTodo= *Theory <br />
|CombosScore= 5<br />
|StrategyStatus= *Page created <br />
|StrategyTodo= *Fill in the page<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created <br />
|MatchupsTodo= *Fill in the page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Has frame data and images<br />
|FrameDataTodo= * Add all hitboxes.<br />
|FrameDataScore= 25<br />
}}<br />
<br />
==[[GBVSR/Narmaya|Narmaya]]==<br />
{{Roadmap-GBVSR<br />
|Character=Narmaya<br />
|OverviewStatus= *Special is revamped<br />
*Starter guide created<br />
|OverviewTodo= * Check normals<br />
|OverviewScore= 15<br />
|CombosStatus= *Base, Core, Specialized filled<br />
|CombosTodo= *Theory<br />
|CombosScore= 5<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=* Has basic data, damage is right now<br />
|FrameDataTodo= *Hitbox<br />
* Double check<br />
|FrameDataScore= 15<br />
}}<br />
<br />
==[[GBVSR/Nier|Nier]]==<br />
{{Roadmap-GBVSR<br />
|Character=Nier<br />
|OverviewStatus= <br />
|OverviewTodo= *Expand starter guide (controlling death?)<br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= <br />
|CombosScore= <br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= <br />
|MatchupsTodo= <br />
|MatchupsScore= <br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
==[[GBVSR/Percival|Percival]]==<br />
{{Roadmap-GBVSR<br />
|Character=Percival<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= *Add more far starters and AA<br />
|CombosScore= 7<br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Seox|Seox]]==<br />
{{Roadmap-GBVSR<br />
|Character=Seox<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Example videos added.<br />
|CombosTodo= *Expand beginner theory. <br />
|CombosScore= 9<br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Siegfried|Siegfried]]==<br />
{{Roadmap-GBVSR<br />
|Character=Siegfried<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Completed Core/Specialized Combos.<br />
|CombosTodo= *Add video examples.<br />
|CombosScore= 8<br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=* Roughly filled in all the remaings<br />
|FrameDataTodo= * Double check<br />
* Hitboxes <br />
|FrameDataScore= 15<br />
}}<br />
<br />
==[[GBVSR/Soriz|Soriz]]==<br />
{{Roadmap-GBVSR<br />
|Character=Soriz<br />
|OverviewStatus= *Create starter guide<br />
|OverviewTodo= <br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= <br />
|CombosScore= <br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= <br />
|MatchupsTodo= <br />
|MatchupsScore= <br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
==[[GBVSR/Vaseraga|Vaseraga]]==<br />
{{Roadmap-GBVSR<br />
|Character=Vaseraga<br />
|OverviewStatus= <br />
|OverviewTodo= *Double check if move descriptions are up to date/correct<br />
*Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= <br />
|CombosScore= <br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Vira|Vira]]==<br />
{{Roadmap-GBVSR<br />
|Character=Vira<br />
|OverviewStatus= <br />
|OverviewTodo= *Expand introductory text<br />
*Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= *Combos in core, basic, specialized sections are written<br />
*Combolist is writte<br />
|CombosTodo= *Combo theory<br />
*expand Combolist further (AA, specialstarters, etc.)<br />
*video examples<br />
|CombosScore= 5<br />
|StrategyStatus= *Page created<br />
|StrategyTodo= *Fill page in<br />
|StrategyScore= 0<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Yuel|Yuel]]==<br />
{{Roadmap-GBVSR<br />
|Character=Yuel<br />
|OverviewStatus= *All moves are listed/explained <br />
*Starter guide done<br />
|OverviewTodo= *Images of color and weapon variations<br />
|OverviewScore= 17<br />
|CombosStatus= *Basic, core and specialized combos are shown<br />
*Combo theory explained<br />
*Combolist listing all combos<br />
*Implemented videos for all combos in basic, core and spec. sections<br />
|CombosTodo= <br />
|CombosScore= 10<br />
|StrategyStatus= *Data for 214X~U cancels<br />
*22X frametraps<br />
*Meaty td.2M explanation<br />
|StrategyTodo= *General gameplan<br />
*Neutral<br />
*Offensive/defensive options (like blockstrings etc.)<br />
|StrategyScore= 5<br />
|MatchupsStatus= *Page created<br />
*A few (unreviewed) notes added<br />
|MatchupsTodo= *Add notes for all MUs<br />
|MatchupsScore= 1<br />
|FrameDataStatus=*Framedata is filled in, most moves have images<br />
|FrameDataTodo= *A few moves are missing active/recovery?<br />
*Add images for 66X normals and ultimate specials, hitbox images<br />
|FrameDataScore= 24<br />
}}<br />
<br />
==[[GBVSR/Zeta|Zeta]]==<br />
{{Roadmap-GBVSR<br />
|Character=Zeta<br />
|OverviewStatus= <br />
|OverviewTodo= *Create starter guide<br />
|OverviewScore= <br />
|CombosStatus= <br />
|CombosTodo= <br />
|CombosScore= <br />
|StrategyStatus= <br />
|StrategyTodo= <br />
|StrategyScore= <br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill page in<br />
|MatchupsScore= 0<br />
|FrameDataStatus=<br />
|FrameDataTodo= <br />
|FrameDataScore= <br />
}}<br />
<br />
==[[GBVSR/Zooey|Zooey]]==<br />
{{Roadmap-GBVSR<br />
|Character=Zooey<br />
|OverviewStatus= *Overview filled<br />
*Changed "X Version" to colorformatted inputs<br />
|OverviewTodo= *Check the rest of the page for formatting<br />
*Create starter guide<br />
|OverviewScore= 15<br />
|CombosStatus= *Has some combos<br />
|CombosTodo= *Combolist and combo theory needs to be filled in<br />
*Videos for theoryboxes<br />
|CombosScore= 3<br />
|StrategyStatus= *Has some basic strategy<br />
|StrategyTodo= *Fill in the rest<br />
|StrategyScore= 4<br />
|MatchupsStatus= *Page created<br />
|MatchupsTodo= *Fill in the Page<br />
|MatchupsScore= 0<br />
|FrameDataStatus=*Framedata filled in<br />
|FrameDataTodo= *Add U skill and hitbox images<br />
*Some moves needs active framedata<br />
|FrameDataScore= 25<br />
}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=449955GGST/Johnny/Combos2024-03-18T10:09:34Z<p>Gamedefier: /* Throw Starters */ Added throw combos.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110)<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106)<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90)<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131)<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171)<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 144 (141)<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|difficulty = {{clr||Medium}}<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|notes =<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
|recipePC = 157818<br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 65<br />
|tensionGain = 11<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that still allows for Deal oki, though not with a meaty {{clr|S|c.S}}.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 99<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150<br />
|tensionGain = 13 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|D|2D}} combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 169<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 110<br />
|tensionGain = 24<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 146<br />
|tensionGain = 33<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 174<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 197<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 116<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Will wall stick at either {{clr|P|214[P]}}66{{clr|P|]P[}} or {{clr|K|5K}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 167<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension in the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 172<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension in the corner using Mist Finer Cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} > hjc > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|H|j.HH}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = 22<br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged {{clr|D|5D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}}/{{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > 66RRC~{{clr|D|5[D]}}, {{clr|S|c.S}} > dc, > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 130<br />
|tensionGain = 14 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Throw extended into a combo with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > 66RRC > {{clr|D|5[D]}}, ({{clr|S|c.S}} > dc,) {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 173<br />
|tensionGain = 13 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Throw extended into a corner combo with 50% tension. The dash canceled {{clr|S|c.S}} only works if {{clr|D|5[D]}} connected at its max height, can be skipped for minimal damage loss but easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}}/{{clr|D|j.6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|j.4/6D}} > 88RRC, {{clr|S|c.S}} > dc, > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 121<br />
|tensionGain = 13 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Air throw extended into a combo with 50% tension. May need to walk forward after landing from the RC in order to use {{clr|S|c.S}}. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=449954GGST/Johnny/Combos2024-03-18T09:26:11Z<p>Gamedefier: /* {{clr|D|Dust}} Starters */</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110)<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106)<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90)<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131)<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171)<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 144 (141)<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|difficulty = {{clr||Medium}}<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|notes =<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
|recipePC = 157818<br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 65<br />
|tensionGain = 11<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that still allows for Deal oki, though not with a meaty {{clr|S|c.S}}.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 99<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150<br />
|tensionGain = 13 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|D|2D}} combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 169<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 110<br />
|tensionGain = 24<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 146<br />
|tensionGain = 33<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 174<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 197<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 116<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Will wall stick at either {{clr|P|214[P]}}66{{clr|P|]P[}} or {{clr|K|5K}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 167<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension in the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5D}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 172<br />
|tensionGain = 8 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Uncharged {{clr|D|5D}} hit extended with 50% tension in the corner using Mist Finer Cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} > hjc > {{clr|H|j.H}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|H|j.HH}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = 22<br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged {{clr|D|5D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=BBTag/Seth/Combos&diff=449588BBTag/Seth/Combos2024-03-14T23:25:50Z<p>Gamedefier: /* Solo */ Combo route typo fixed, thanks NOTM4NU.</p>
<hr />
<div><center>{{Character Label|BBTag|Seth|size=36px}}</center><br />
{{BBTag/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Notation-BBTag|additional=<br />
}}<br />
<br style="clear:both;"/><br />
==Combo List==<br />
<br />
===Midscreen===<br />
<br />
=====Solo=====<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! Difficulty !! Notes<br />
|-<br />
| 1<br />
| 5AAA > 2B > 2C > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.A > j.6C > j.214AA || Any || 5690 (5738) || {{ComboDifficulty|Easy}} || Basic 5A combo. Can add a j.A by high jump canceling but it only works against large characters and some medium sized characters.<br />
|-<br />
| 2<br />
| AA 5A > 2B > hjc > j.A > j.B > djc > j.B > j.6C > j.214AA || Any || 4250 || {{ComboDifficulty|Easy}} || Max height anti-air 5A combo.<br />
|-<br />
| 3<br />
| CH 5AAA > 5C || Any || 5303 || {{ComboDifficulty|Very Easy}} || Counter hit 5AAA combo into a Clash Assault. Only works against grounded opponents.<br />
|-<br />
| 4<br />
| CH 5AAAA > 2C(1) > 214A || Any || 3873 || {{ComboDifficulty|Very Easy}} || Counter hit C Vanishing Confusion combo.<br />
|-<br />
| 5<br />
| CH AA 5A > 214B > dash 5A > 2C > 214B > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.6C > j.214AA || Any || 6466 || {{ComboDifficulty|Medium}} || Counter hit anti-air 5A combo. The opponent must be as high as possible after 2C for 214B to connect. The opponent must be as low as possible before 2B so that 5B doesn't whiff.<br />
|-<br />
| 6<br />
| 5BBBB > hjc > j.AA > j.B > djc > j.B > j.A > j.6C > j.214AA || Any || 5765 || {{ComboDifficulty|Easy}} || Basic 5B combo.<br />
|-<br />
| 7<br />
| CH 5B > 214B > 2C > 214B > 2B > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.C > j.214AA || Any || 7937 (8003) || {{ComboDifficulty|Medium}} || Counter hit 5B combo.<br />
|-<br />
| 8<br />
| AA CH 5B > 214B > 5A > 2C > 214B > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 7365 || {{ComboDifficulty|Medium}} || Counter hit anti-air 5B combo.<br />
|-<br />
| 9<br />
| 2B > 2C > 5AAA > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.A > j.6C > j.214AA || Any || 5475 (5516) || {{ComboDifficulty|Easy}} || Basic 2B combo.<br />
|-<br />
| 10<br />
| CH 2B > 214B > 5A > 2C > 214B > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 6810 || {{ComboDifficulty|Medium}} || Counter hit 2B combo.<br />
|-<br />
| 11<br />
| CH AA 2B > 236B > 5AAA > 5B > (236B > 214B > 5B) x 4 > jc > j.214B || Any || 6781 || {{ComboDifficulty|Medium}} || Counter hit anti-air 2B combo. Do very slight delays between each 5B and Captive Segment to keep the opponent low enough for B Dual Piercing Vengeance to connect.<br />
|-<br />
| 12<br />
| 2C > 2B > 5AAA > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.A > j.6C > j.214AA || Any || 5316 (5357) || {{ComboDifficulty|Easy}} || Basic 2C combo.<br />
|-<br />
| 13<br />
| IAD j.B > j.A > 2B > 2C > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.A > j.6C > j.214AA || Any || 4810 || {{ComboDifficulty|Easy}} || Jump-in j.B combo.<br />
|-<br />
| 14A<br />
| 214B > 2C > 214B > 2C > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 6612 || {{ComboDifficulty|Medium}} || Non-close range B Dual Piercing Vengeance combo.<br />
|-<br />
| 14B<br />
| 214B > 5A > 2C > 214B > 2C > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 6103 || {{ComboDifficulty|Medium}} || Close range B Dual Piercing Vengeance combo. Must add a 5A before the 2C in order for the 2C to B Dual Piercing Vengeance link to work.<br />
|-<br />
| 15A<br />
| 214B > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214B > 5A > 2C(1) > 214B > 2C > 214A || Any || 6515 || {{ComboDifficulty|Hard}} || Non-close range B Dual Piercing Vengeance combo. Can replace A Dual Piercing Vengeance with Chained Nefarity for 2 bars of meter.<br />
|-<br />
| 15B<br />
| 214B > 5A > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214A || Any || 5903 || {{ComboDifficulty|Hard}} || Close B Dual Piercing Vengeance combo. Must add a 5A before the 2C in order for the 2C to B Dual Piercing Vengeance link to work. Can replace A Dual Piercing Vengeance with Chained Nefarity for 2 bars of meter.<br />
|-<br />
| 16<br />
| CH 214B > 214B > dash 5AAA > 2C > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 6970 || {{ComboDifficulty|Easy}} || Counter hit B Dual Piercing Vengeance combo.<br />
|-<br />
| 17<br />
| CH j.214A > 5A > 2C > 214B > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 4981 || {{ComboDifficulty|Medium}} || Counter hit A Piercing Penetration combo.<br />
|-<br />
| 18<br />
| CH j.214A > 5A > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214A || Any || 4805 || {{ComboDifficulty|Hard}} || Counter hit A Piercing Penetration combo. Can replace A Dual Piercing Vengeance with Chained Nefarity for 2 bars of meter.<br />
|-<br />
| 19<br />
| j.214B > 214B > 2C > 2B > 5BBBB > (h)jc > j.A(A) > j.B > djc > j.B > j.C > j.214AA || Any || 5920 (5965) || {{ComboDifficulty|Easy}} || B Piercing Penetration combo.<br />
|-<br />
| 20<br />
| j.214B > 214B > 2C > 214B > 5A > 2C > 214B > 5A > 2C > 214B > 2C > 214A || Any || 6187 || {{ComboDifficulty|Hard}} || B Piercing Penetration combo. Can replace A Dual Piercing Vengeance with Chained Nefarity for 2 bars of meter.<br />
|-<br />
| 21<br />
| 6/4B+C > 214B > 2C > 2B > 5BBBB > jc > j.A > j.B > djc > j.B > j.C > j.214AA || Any || 5520 || {{ComboDifficulty|Easy}} || Basic throw combo.<br />
|-<br />
| 22<br />
| 6/4B+C > j.236B > 5BBB > j.236B > 214B > 5B > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 6077 || {{ComboDifficulty|Medium}} || Throw into a Captive Segment loop.<br />
|-<br />
|}<br />
<br />
=====With Assists=====<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! Difficulty !! Notes<br />
|-<br />
| 1<br />
| 5AAAA > [Assist Call] > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 7640 || {{ComboDifficulty|Medium}} || Assist extension off the A Smart combo.<br />
|-<br />
| 2<br />
| CH 5AAA > 5C~C || Any || 8538 || {{ComboDifficulty|Very Easy}} || Counter hit 5AAA starter into an Extra Assault. Costs 1 bar of meter.<br />
|-<br />
| 3<br />
| 5BB > 214A > [Assist Call] > (236B > 214B > 5B) x 4 > jc > j.214B || Any || 9046 || {{ComboDifficulty|Medium}} || Assist extension off a 5B starter.<br />
|-<br />
| 4<br />
| AA 2B > jc > j.B > j.214AA > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 7260 || {{ComboDifficulty|Medium}} || Assist extension off an anti-air 2B.<br />
|-<br />
| 5<br />
| 214B > 214A > [Assist Call] > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 8756 || {{ComboDifficulty|Medium}} || Assist extension off a B Dual Piercing Vengeance starter.<br />
|-<br />
| 6<br />
| CH 214B > 214B > 214A > [Assist Call] > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 9568 || {{ComboDifficulty|Medium}} || Assist extension off a counter hit B Dual Piercing Vengeance starter.<br />
|-<br />
| 7<br />
| 214C > [Assist Call] > (236B > 214B > 5B) x 4 > jc > j.214B || Any || 9571 || {{ComboDifficulty|Medium}} || Assist extension off a C Dual Piercing Vengeance starter.<br />
|-<br />
| 8<br />
| j.214AA > [Assist Call] > (236B > 214B > 5B) x 4 > jc > j.214B || Any || 7076 || {{ComboDifficulty|Medium}} || Assist extension off a A Piercing Penetration starter.<br />
|-<br />
| 9<br />
| j.214B > 214B > 214A > [Assist Call] > (236B > 214B > 5B) x 3 > jc > j.214B || Any || 7897 || {{ComboDifficulty|Medium}} || Assist extension off a B Piercing Penetration starter.<br />
|-<br />
| 10<br />
| 6/4B+C > 214B > 214A > [Assist Call] > (236B > 214B > 5B) x 4 > jc > j.214B || Any || 7497 || {{ComboDifficulty|Medium}} || Assist extension off a throw.<br />
|-<br />
| 11<br />
| 5BBB > 214C > 5P > Cross Combo > 6P > 5AA > 214BC into partner distortion || Any "|| 11k or higher || Intermediate || Assist extension off from 5BBB and 214C<br />
|}<br />
<br />
===Corner===<br />
<br />
=====Solo=====<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! # !! Combo !! Position !! Damage !! Difficulty !! Notes<br />
|-<br />
| 1<br />
| 5AAA > 2B > 2C > 5BBBB > jc > j.B > j.6C > j.B > djc > j.B > j.6C > j.214AA || Corner || 5800 || {{ComboDifficulty|Easy}} || Basic 5A corner combo.<br />
|-<br />
| 2<br />
| 5BBBB > hjc > j.B > j.6C > j.B > j.6C > j.B > djc > j.B > j.6C > j.B > j.6C > j.214AA || Corner || 6423 || {{ComboDifficulty|Easy}} || Basic 5B corner combo.<br />
|-<br />
| 3<br />
| CH 5B > 214B > 2C > 214B > (5B > 2C > 214B) x 2 > 2C > 214A || Corner || 8203 || {{ComboDifficulty|Medium}} || Counter hit 5B combo. Will still work even if only the last hit of each 2C connects but damage drops harshly per missed hit.<br />
|-<br />
| 4<br />
| 2B > 5BBBB > hjc > j.B > j.6C > j.B > j.6C > j.B > djc > j.B > j.6C > j.B > j.6C > j.214AA || Corner || 5952 || {{ComboDifficulty|Easy}} || Basic 2B corner combo.<br />
|-<br />
| 5<br />
| CH AA 2B > 214B > (5B > 2C > 214B) x 3 > 2C > 214A || Corner || 7416 || {{ComboDifficulty|Medium}} || Counter hit anti-air 2B corner combo.<br />
|-<br />
| 6<br />
| 2C > 2B > 5BBBB > hjc > j.B > j.6C > j.B > j.6C > j.B > djc > j.B > j.6C > j.214AA || Corner || 5630 || {{ComboDifficulty|Easy}} || Basic 2C corner combo.<br />
|-<br />
| 7<br />
| 214B > (5B > 2C > 214B) x 3 > 2C > 214A || Corner || 6668 || {{ComboDifficulty|Medium}} || B Dual Piercing Vengeance corner combo.<br />
|-<br />
| 8<br />
| CH 214B > 214B > (5B > 2C > 214B) x 3 > 2C > 214A || Corner || 7684 || {{ComboDifficulty|Medium}} || Counter hit B Dual Piercing Vengeance corner combo.<br />
|-<br />
| 9<br />
| CH j.214A > 5A > 2C > 214B > (5B > 2C > 214B) x 2 > 2C > 214A || Corner || 5102 || {{ComboDifficulty|Medium}} || Counter hit A Piercing Penetration corner combo.<br />
|-<br />
| 10<br />
| j.214B > 214B > (5B > 2C > 214B) x 3 > 2C > 214A || Corner || 6422 || {{ComboDifficulty|Medium}} || B Piercing Penetration corner combo.<br />
|-<br />
|}<br />
<br />
=====With Assists=====<br />
<br />
==Combo Theory==<br />
<br />
<br />
==Video Examples==<br />
<br />
==External Documents and References==<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBTag|Seth|size=36px}}</center><br />
{{BBTag/CharacterLinks}}<br />
{{BBTag/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448691GGST/Johnny/Combos2024-03-10T11:12:17Z<p>Gamedefier: /* {{clr|D|Dust}} Starters */ Added 2D combos.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110)<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106)<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90)<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131)<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171)<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 144 (141)<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|difficulty = {{clr||Medium}}<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|notes =<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
|recipePC = 157818<br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 65<br />
|tensionGain = 11<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that still allows for Deal oki, though not with a meaty {{clr|S|c.S}}.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 99<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150<br />
|tensionGain = 13 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|D|2D}} combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|2D}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 169<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 110<br />
|tensionGain = 24<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 146<br />
|tensionGain = 33<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|D|2D}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 174<br />
|tensionGain = 29<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|D|2D}} > MFC, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 197<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range Counter hit {{clr|D|2D}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448686GGST/Johnny/Combos2024-03-10T06:32:46Z<p>Gamedefier: /* {{clr|K|K}} Starters */</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110)<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106)<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90)<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131)<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171)<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 144 (141)<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|difficulty = {{clr||Medium}}<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|notes =<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
|recipePC = 157818<br />
|recipePS = <br />
|checkedVersion = 1.41<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448684GGST/Johnny/Combos2024-03-10T05:47:46Z<p>Gamedefier: /* {{clr|P|P}} Starters */</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110)<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60)<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106)<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90)<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131)<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171)<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 144 (141)<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|damage = 201<br />
|tensionGain = 41<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448164GGST/Johnny/Combos2024-03-04T11:54:10Z<p>Gamedefier: /* {{clr|H|Heavy Slash}} Starters */ Added new Heavy Slash combos, merged 5H and 6H (near identical routeing from both), optimized existing routes, and purged redundant/untested combos.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|damage = 201<br />
|tensionGain = 41<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}/{{clr|H|6H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 112 (122)<br />
|tensionGain = 23<br />
|difficulty = {{clr||Very Easy}}<br />
|worksOn = All<br />
|notes = Close range combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 114 (124)<br />
|tensionGain = 28<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214P}}, {{clr|S|f.S}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 171 (180)<br />
|tensionGain = 33<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 149 (159)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Close range counter hit combo. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|S|214S}}, (Turn-Up), 66{{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 137 (147)<br />
|tensionGain = 45<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Mid to far range Counter hit combo. {{clr|H|236HH}} will whiff if the combo started at close range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}}/{{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 180 (190)<br />
|tensionGain = 37<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Counter hit corner combo. Can replace {{clr|S|c.S}} with {{clr|K|2K}} for easier execution.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|H|214H}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 200<br />
|tensionGain = 39<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Close range counter hit {{clr|H|5H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 138<br />
|tensionGain = 33<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} combo. Switches sides at close range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|K|214[K]}}66{{clr|K|]K[}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 181<br />
|tensionGain = 30<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Basic {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 202<br />
|tensionGain = 34<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = {{clr|H|2H}} corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 165<br />
|tensionGain = 42<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} combo. Switches sides twice at close range, once at long range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 218<br />
|tensionGain = 36<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Counter hit {{clr|H|2H}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Cornered<br />
|damage = 202<br />
|tensionGain = ?<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|video = <br />
|recipePC = <br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448156GGST/Johnny/Combos2024-03-04T07:45:25Z<p>Gamedefier: /* {{clr|S|Slash}} Starters */ Added new Slash combo routes, optimized existing ones, fixed formatting, and removed several redundant and untested combos.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|damage = 201<br />
|tensionGain = 41<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 123<br />
|tensionGain = 21<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner {{clr|S|c.S}} combo. At point-blank range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Bread and butter {{clr|S|c.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > dl. {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}} > 66FRRC~{{clr|S|j.214S}}, (Turn Up Hit), {{clr|S|c.S}} > {{clr|H|2H}} > WS! {{clr|P|214[P]}}66, {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = ?<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo. On counter hit, {{clr|S|214S}} must be replaced with {{clr|K|214K}} in order to wall stick.<br />
|video = <br />
|recipePC = 147444<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 231<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point-blank range counter hit {{clr|S|c.S}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}/{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner combo. At close range, {{clr|K|214K}} can be replaced with {{clr|S|214S}} for better oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (87)<br />
|tensionGain = 15<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 114 (112)<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range combo extended with Wild Assault. Replace {{clr|K|5K}} with {{clr|K|2K}} when starting with {{clr|S|2S}}. {{clr|K|6K}} will wall splat when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Corner<br />
|damage = 94 (92)<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Beginner corner combo. At very close range, {{clr|H|5H}} can be added before the last {{clr|K|214K}} for extra damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 145<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|f.S}} combo. Replace the second {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 135<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit {{clr|S|2S}} combo. Will wall stick at either {{clr|K|6K}} or {{clr|S|214S}} when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 188 (186)<br />
|tensionGain = 38<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|P|214[P]}}66, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 195 (193)<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Counter hit corner combo using Mist Finer cancels.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 183 (182)<br />
|tensionGain = 38<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = All<br />
|notes = Max range counter hit corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > dl {{clr|D|j.D}}, {{clr|S|c.s}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Roundstart<br />
|damage = 175<br />
|tensionGain = 29<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = All<br />
|notes = Works at any range<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > djc > j.{{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|j.236H}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner to Corner<br />
|damage = 175<br />
|tensionGain = 37<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Corner to corner counter hit {{clr|S|f.S}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}} <br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = Testing<br />
|notes = CH 5H roundstart option.<br />
|recipePS = 14007<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|P|236P}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > Turn Up Hit > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Corner<br />
|damage = 195<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Point Blank CH 5H combo, any amount of distance from the opponent will make the {{clr|K|5K}} whiff.<br />
|recipePS = 14004<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 202<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|6H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|K|2K}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|5H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 194<br />
|difficulty = {{clr||Very Hard}}<br />
|worksOn = Testing<br />
|notes = CH 2H combo that gives off big "It's not about being optimal, it's about sending a message" vibes. Can be ended at {{clr|H|236H~H}} for oki.<br />
|recipePS = 14257<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|6H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
<br />
|}<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448086GGST/Johnny/Combos2024-03-03T22:54:13Z<p>Gamedefier: /* {{clr|P|P}} Starters */</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, WS! {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Fully charge {{clr|D|236D}} on counter hit for better damage. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|damage = 201<br />
|tensionGain = 41<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point blank range {{clr|S|c.S}} confirm that has massive corner carry and leads into HKD. Replace {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}}, delay {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214[P]}}66, {{clr|D|5[D]}} WB<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = <br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo.<br />
|video = <br />
|recipePC = 147444<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Essentially the only option from max range normal hit f.S without any meter.<br />
|checkedVersion = 1.29<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (92 on ch)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range CH confirm and crouch confirm, gives HKD for card.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 124<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = If done at roundstart, the {{clr|K|6K}} will wallsplat. Break wall with {{clr|H|6H}} for 161 damage.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 155<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = This option at round start deals more damage and gives less time for the opponent to burst on reaction than the previous one, but only works at roundstart and closer to the wall.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|K|214K}} > {{clr|S|f.S}}/{{clr|S|2S}} > (optional) {{clr|H|5H}} > {{clr|S|236236S}}<br />
|position = Corner<br />
|damage = 177/175 (No {{clr|H|5H}} does 166/164)<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = 50% meter cash out on stay f.S hit. f.S vs 2S is purely based on range and the 5H will whiff if too far<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 161<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Optimal f.S starter with no tension use. MFC at the end is for tension gain and is optional.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} whiff > Turn Up Hit > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Meterless CH f.S roundstart option if for if you struggle with Mist Finer Cancels.<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 186<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Optimal roundstart CH f.S starter.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 188<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH f.S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows for conversions at max f.S range.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 189<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Easier option as a corner to corner combo that is all autotimed for only 2 less damage.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} dl. {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 191<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Highest damage corner to corner combo with no tension off of CH {{clr|S|f.S}}. The second {{clr|D|j.D}} must be delayed long enough that you'll be close enough to the wall to connect the {{clr|H|j.236H}}.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 87<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = The only meterless combo after 2S at range.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 90<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range CH confirm, grants HKD.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|damage = 112<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = Wild Assault conversion from far range 2S. End with {{clr|S|214[S]66]S[}} after {{clr|H|5H}} instead for 102 damage but better oki.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 151<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Wild Assault conversion from far range 2S. Replace c.S with 2K for an easier link.<br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]66]S[}}<br />
|damage = 126<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > dl {{clr|D|j.D}} > {{clr|S|c.s}} > {{clr|H|6H}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 175<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Roundstart or Closer to Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 186<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 182<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows conversions from max range 2S.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}}<br />
|damage = 127<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Corner to Corner<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = Testing<br />
|notes = CH 5H roundstart option.<br />
|recipePS = 14007<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|P|236P}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > Turn Up Hit > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Corner<br />
|damage = 195<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Point Blank CH 5H combo, any amount of distance from the opponent will make the {{clr|K|5K}} whiff.<br />
|recipePS = 14004<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 202<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|6H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|K|2K}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|5H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 194<br />
|difficulty = {{clr||Very Hard}}<br />
|worksOn = Testing<br />
|notes = CH 2H combo that gives off big "It's not about being optimal, it's about sending a message" vibes. Can be ended at {{clr|H|236H~H}} for oki.<br />
|recipePS = 14257<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|6H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
<br />
|}<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448053GGST/Johnny/Combos2024-03-03T13:10:42Z<p>Gamedefier: /* {{clr|K|K}} Starters */ Added 5K Wild Assault combos, general 2K combos, anywhere counter hit 6K route, optimized existing combos, and removed numerous redundant and untested combos.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 33<br />
|worksOn = All, except Potemkin, Nago, Goldlewis, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Drops against Heavies.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 107<br />
|tensionGain = 37<br />
|worksOn = Ky, Potemkin, Faust, Leo, Baiken, Bedman?<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} combo. Has better damage, meter gain, and corner carry than the near-universal route. Works against most heavies except Nago and Goldlewis.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150 (117 for {{clr|K|2K}})<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 168<br />
|tensionGain = 30<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range {{clr|K|5K}} corner combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211 (174 for {{clr|K|2K}})<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|H|5H}}, WS! {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 174<br />
|tensionGain = 34<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 153<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|K|6K}} combo. Will wall stick right before {{clr|S|214S}} when reaching the corner.<br />
|video = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 41<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC, WS! {{clr|H|6H}}<br />
|damage = 201<br />
|tensionGain = 41<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 209<br />
|tensionGain = 40<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point blank range {{clr|S|c.S}} confirm that has massive corner carry and leads into HKD. Replace {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}}, delay {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214[P]}}66, {{clr|D|5[D]}} WB<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = <br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo.<br />
|video = <br />
|recipePC = 147444<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Essentially the only option from max range normal hit f.S without any meter.<br />
|checkedVersion = 1.29<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (92 on ch)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range CH confirm and crouch confirm, gives HKD for card.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 124<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = If done at roundstart, the {{clr|K|6K}} will wallsplat. Break wall with {{clr|H|6H}} for 161 damage.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 155<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = This option at round start deals more damage and gives less time for the opponent to burst on reaction than the previous one, but only works at roundstart and closer to the wall.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|K|214K}} > {{clr|S|f.S}}/{{clr|S|2S}} > (optional) {{clr|H|5H}} > {{clr|S|236236S}}<br />
|position = Corner<br />
|damage = 177/175 (No {{clr|H|5H}} does 166/164)<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = 50% meter cash out on stay f.S hit. f.S vs 2S is purely based on range and the 5H will whiff if too far<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 161<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Optimal f.S starter with no tension use. MFC at the end is for tension gain and is optional.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} whiff > Turn Up Hit > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Meterless CH f.S roundstart option if for if you struggle with Mist Finer Cancels.<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 186<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Optimal roundstart CH f.S starter.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 188<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH f.S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows for conversions at max f.S range.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 189<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Easier option as a corner to corner combo that is all autotimed for only 2 less damage.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} dl. {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 191<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Highest damage corner to corner combo with no tension off of CH {{clr|S|f.S}}. The second {{clr|D|j.D}} must be delayed long enough that you'll be close enough to the wall to connect the {{clr|H|j.236H}}.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 87<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = The only meterless combo after 2S at range.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 90<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range CH confirm, grants HKD.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|damage = 112<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = Wild Assault conversion from far range 2S. End with {{clr|S|214[S]66]S[}} after {{clr|H|5H}} instead for 102 damage but better oki.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 151<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Wild Assault conversion from far range 2S. Replace c.S with 2K for an easier link.<br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]66]S[}}<br />
|damage = 126<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > dl {{clr|D|j.D}} > {{clr|S|c.s}} > {{clr|H|6H}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 175<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Roundstart or Closer to Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 186<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 182<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows conversions from max range 2S.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}}<br />
|damage = 127<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Corner to Corner<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = Testing<br />
|notes = CH 5H roundstart option.<br />
|recipePS = 14007<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|P|236P}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > Turn Up Hit > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Corner<br />
|damage = 195<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Point Blank CH 5H combo, any amount of distance from the opponent will make the {{clr|K|5K}} whiff.<br />
|recipePS = 14004<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 202<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|6H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|K|2K}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|5H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 194<br />
|difficulty = {{clr||Very Hard}}<br />
|worksOn = Testing<br />
|notes = CH 2H combo that gives off big "It's not about being optimal, it's about sending a message" vibes. Can be ended at {{clr|H|236H~H}} for oki.<br />
|recipePS = 14257<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|6H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
<br />
|}<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=448051GGST/Johnny/Combos2024-03-03T09:13:02Z<p>Gamedefier: /* {{clr|P|P}} Starters */</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Will wall stick if the opponent reaches the corner. Replace {{clr|H|236HH}} with {{clr|H|214H}} if the combo started in the corner for better damage.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 175<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit {{clr|P|6P}} corner combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 24<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal {{clr|K|5K}} crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All, except May, Axl, Zato, Jack-o, and Baiken<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 169<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = [https://youtu.be/AalDGYvaZKA Link]<br />
|recipePC = 151864<br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]66]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|damage = 201<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|K|214K}}, OTG {{clr|H|6H}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|K|6K}} > MFC > {{clr|H|6H}} <br />
|position = Corner<br />
|damage = 167<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = <br />
|video = [https://youtu.be/jLe1aItOHbQ Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 192<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = <br />
|video = [https://youtu.be/12VavhDaFg0 Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}}, OTG {{clr|H|5H}} > {{clr|K|214K}} > microwalk > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 194<br />
|worksOn = testing<br />
|difficulty = {{clr||Hard}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/azicXFVmeig Link]<br />
|notes = Combo that requires good timing and spacing. The {{clr|H|5H}} is very tight. Requires a microwalk after Wallsplat or the {{clr|H|6H}} will whiff.<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 203<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC > dl {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 209<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point blank range {{clr|S|c.S}} confirm that has massive corner carry and leads into HKD. Replace {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}}, delay {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214[P]}}66, {{clr|D|5[D]}} WB<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = <br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo.<br />
|video = <br />
|recipePC = 147444<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Essentially the only option from max range normal hit f.S without any meter.<br />
|checkedVersion = 1.29<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (92 on ch)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range CH confirm and crouch confirm, gives HKD for card.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 124<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = If done at roundstart, the {{clr|K|6K}} will wallsplat. Break wall with {{clr|H|6H}} for 161 damage.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 155<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = This option at round start deals more damage and gives less time for the opponent to burst on reaction than the previous one, but only works at roundstart and closer to the wall.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|K|214K}} > {{clr|S|f.S}}/{{clr|S|2S}} > (optional) {{clr|H|5H}} > {{clr|S|236236S}}<br />
|position = Corner<br />
|damage = 177/175 (No {{clr|H|5H}} does 166/164)<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = 50% meter cash out on stay f.S hit. f.S vs 2S is purely based on range and the 5H will whiff if too far<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 161<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Optimal f.S starter with no tension use. MFC at the end is for tension gain and is optional.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} whiff > Turn Up Hit > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Meterless CH f.S roundstart option if for if you struggle with Mist Finer Cancels.<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 186<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Optimal roundstart CH f.S starter.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 188<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH f.S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows for conversions at max f.S range.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 189<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Easier option as a corner to corner combo that is all autotimed for only 2 less damage.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} dl. {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 191<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Highest damage corner to corner combo with no tension off of CH {{clr|S|f.S}}. The second {{clr|D|j.D}} must be delayed long enough that you'll be close enough to the wall to connect the {{clr|H|j.236H}}.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 87<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = The only meterless combo after 2S at range.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 90<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range CH confirm, grants HKD.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|damage = 112<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = Wild Assault conversion from far range 2S. End with {{clr|S|214[S]66]S[}} after {{clr|H|5H}} instead for 102 damage but better oki.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 151<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Wild Assault conversion from far range 2S. Replace c.S with 2K for an easier link.<br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]66]S[}}<br />
|damage = 126<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > dl {{clr|D|j.D}} > {{clr|S|c.s}} > {{clr|H|6H}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 175<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Roundstart or Closer to Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 186<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 182<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows conversions from max range 2S.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}}<br />
|damage = 127<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Corner to Corner<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = Testing<br />
|notes = CH 5H roundstart option.<br />
|recipePS = 14007<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|P|236P}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > Turn Up Hit > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Corner<br />
|damage = 195<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Point Blank CH 5H combo, any amount of distance from the opponent will make the {{clr|K|5K}} whiff.<br />
|recipePS = 14004<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 202<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|6H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|K|2K}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|5H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 194<br />
|difficulty = {{clr||Very Hard}}<br />
|worksOn = Testing<br />
|notes = CH 2H combo that gives off big "It's not about being optimal, it's about sending a message" vibes. Can be ended at {{clr|H|236H~H}} for oki.<br />
|recipePS = 14257<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|6H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
<br />
|}<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GGST/Johnny/Combos&diff=447717GGST/Johnny/Combos2024-03-01T12:20:58Z<p>Gamedefier: /* {{clr|K|K}} Starters */ Minor combo optimizations added. Test combos need removing/revising.</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
{{Combo Notation<br />
| game=GGST<br />
}}<br />
<br />
==<big>'''Notation'''</big>==<br />
<br />
- MFC is shorthand for Mist Finer (214{{clr|P|[P]}}/{{clr|K|[K]}}/{{clr|S|[S]}}) stance cancel ({{clr|H|H}}/{{clr|D|D}}). It's generally recommended that you Mist Finer cancel using 214X{{clr|D|D}}, since input buffering may read 214X{{clr|H|H}} as Ensenga ({{clr|H|214H}}).<br />
<br />
<br />
==Beginner Combos==<br />
{{BeginnerComboDef}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
<br />
==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
<br />
==={{clr|P|P}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|5P}}/{{clr|P|2P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 12<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Quick HKD from abare. Skip the {{clr|P|6P}} if further away from the opponent. {{clr|P|6P}} can also be replaced with an extra {{clr|P|5P}}/{{clr|P|2P}} for less damage in exchange for an easier confirm that also works from max {{clr|P|5P}}/{{clr|P|2P}} range on counter hit.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 113 (110 for {{clr|P|2P}})<br />
|tensionGain = 11 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extension using 50% tension. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|214S}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 63 (60 for {{clr|P|2P}})<br />
|tensionGain = 16<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Counter hit combo that works even at max range.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 109 (106 for {{clr|P|2P}})<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Close range counter hit combo. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|6K}} > {{clr|D|236D}} > {{clr|S|c.S}}, [6]{{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 93 (90 for {{clr|P|2P}})<br />
|tensionGain = 31<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Counter hit combo using 50% Burst. Can replace {{clr|K|6K}} with {{clr|S|c.S}} > {{clr|H|2H}} at close range. Requires walking after the first {{clr|S|c.S}} to guarantee the second {{clr|S|c.S}} on the whole cast. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|K|214K}}, {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 134 (131 for {{clr|P|2P}})<br />
|tensionGain = 26<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Requires a bufferable 1-frame link between {{clr|K|214K}} and {{clr|S|f.S}}. Fortunately more lenient on some characters. A perfectly executed alternate ender... {{clr|H|2H}} > MFC, {{clr|S|f.S}} > {{clr|K|214K}}, {{clr|K|214K[K]}}66{{clr|K|]K[}} will allow 2 additional damage at the cost of your sanity.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, WS {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 174 (171 for {{clr|P|2P}})<br />
|tensionGain = 12 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|6P}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 61<br />
|tensionGain = 10<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Replace {{clr|S|214S}} with {{clr|K|214K}} if the combo started beyond {{clr|P|6P}}'s normal range (like when counter-poking) or if it hit as an anti-air.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|P|6P}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236HH}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 22<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Combo extension using 50% Burst. Will wall stick if the opponent reaches the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = AA CH {{clr|P|6P}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 98<br />
|tensionGain = 20<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Anti-air counter hit {{clr|P|6P}} combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|K|K}} Starters===<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|5K}}/{{clr|K|2K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 83 (65 for {{clr|K|2K}})<br />
|tensionGain = 14<br />
|worksOn = All<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Basic combo that works even from max range. Deals extra damage in exchange for weaker oki than just cancelling into Deal, either point blank {{clr|S|c.S}} oki or long range {{clr|S|f.S}} card oki.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|214P}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 91 (72 for {{clr|K|2K}})<br />
|tensionGain = 19<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Close range {{clr|K|5K}} combo. {{clr|K|5K}} can be dash-kara canceled to extend the range at which this combo works.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|f.S}} > {{clr|K|214K}}<br />
|position = Anywhere<br />
|damage = 105<br />
|tensionGain = 24<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal {{clr|K|5K}} crouch confirm and counter hit combo.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 112<br />
|tensionGain = 27<br />
|worksOn = All, except May, Axl, Zato, Jack-o, and Baiken<br />
|difficulty = {{clr||Medium}}<br />
|notes = Character specific {{clr|K|5K}} crouch confirm and counter hit combo. The second {{clr|K|6K}} can be replaced with {{clr|H|6H}} > {{clr|K|214K}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 150<br />
|tensionGain = 16 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Combo extended with 50% tension. Requires a delay before the first {{clr|S|c.S}} if the combo started at point-blank range. Replace {{clr|S|214[S]}}66{{clr|S|]S[}} with {{clr|H|214H}} to wall stick when approaching the corner.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > 66RRC, {{clr|D|5[D]}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 211<br />
|tensionGain = 17 (-50)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Corner combo extended with 50% tension.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|6K}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 102<br />
|tensionGain = 27<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} combo.<br />
|video = [https://youtu.be/-GnyHzbqCjc Link]<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 169<br />
|tensionGain = 35<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range {{clr|K|6K}} corner combo.<br />
|video = [https://youtu.be/AalDGYvaZKA Link]<br />
|recipePC = 151864<br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, {{clr|S|f.S}} > MFC, WS {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 163<br />
|tensionGain = 33<br />
|worksOn = All but May<br />
|difficulty = {{clr||Very Hard}}<br />
|notes = Must be close enough to the wall for {{clr|H|6H}} to wallbounce. {{clr|K|5K}} drops on May.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29 <br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 200<br />
|tensionGain = 42<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works from roundstart and a little bit farther away from the wall. If closer to the wall, the opponent will wall stick right before the first {{clr|H|6H}}.<br />
|video = [https://youtu.be/If0nKF-v6zs Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214[K]66]K[}}, OTG {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|damage = 201<br />
|worksOn = All<br />
|position = Midscreen<br />
|difficulty = {{clr||Medium}}<br />
|notes =<br />
|video = [https://youtu.be/X1G2V2qiVoM Link]<br />
|recipePC = 157819<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|K|214K}}, OTG {{clr|H|6H}} > {{clr|P|214P}}, {{clr|K|5K}} > {{clr|K|6K}} > MFC > {{clr|H|6H}} <br />
|position = Corner<br />
|damage = 167<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = <br />
|video = [https://youtu.be/jLe1aItOHbQ Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 192<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = <br />
|video = [https://youtu.be/12VavhDaFg0 Link]<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}}, OTG {{clr|H|5H}} > {{clr|K|214K}} > microwalk > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 194<br />
|worksOn = testing<br />
|difficulty = {{clr||Hard}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/azicXFVmeig Link]<br />
|notes = Combo that requires good timing and spacing. The {{clr|H|5H}} is very tight. Requires a microwalk after Wallsplat or the {{clr|H|6H}} will whiff.<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > {{clr|S|214S}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 203<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|checkedVersion = 1.29<br />
|video = [https://youtu.be/ub7zSOrRwnA Link]<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|K|6K}} > MFC > dl {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 209<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|recipePC = 157818<br />
|recipePS =<br />
|checkedVersion = 1.29<br />
|notes = Optimal meterless CH {{clr|K|6K}} corner combo. The first {{clr|S|c.S}} should be hit just as the opponent starts to fall back down after {{clr|K|6K}}.<br />
|video = [https://youtu.be/iV-10DX_504 Link]<br />
}}<br />
|}<br />
<br />
==={{clr|S|Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|c.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214[S]}}66{{clr|S|]S[}} <br />
|position = Anywhere<br />
|damage = 163<br />
|tensionGain = 36<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Medium}}<br />
|notes = Point blank range {{clr|S|c.S}} confirm that has massive corner carry and leads into HKD. Replace {{clr|H|2H}} with {{clr|H|6H}} when reaching the corner for better damage.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:00 video] [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:04 video]<br />
|recipePC = 175638<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > dc, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]}} <br />
|position = Anywhere<br />
|damage = 154<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Version of the combo above that works on Elphelt.<br />
|video =<br />
|recipePC = <br />
|recipePS = 14255<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}}, delay {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214[K]}}66{{clr|K|]K[}}, WS! {{clr|D|5[D]}}<br />
|position = Anywhere<br />
|damage = 201<br />
|tensionGain = 44<br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High tension gain fullscreen wallbreak, will work anywhere but will wall stick sooner depending on starting position.<br />
|video = <br />
|recipePC = 176726<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > 66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} WS > {{clr|P|214[P]}}66, {{clr|D|5[D]}} WB<br />
|position = Anywhere<br />
|damage = 205<br />
|tensionGain = <br />
|worksOn = All but Elphelt<br />
|difficulty = {{clr||Hard}}<br />
|notes = High damage corner to corner that only costs 50 meter. Works anywhere, but you will wallstick early if starting closer to the wall.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|214H}}, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|214H}}, WS! {{clr|D|5[D]}} <br />
|position = Corner<br />
|damage = 203<br />
|tensionGain = 34<br />
|worksOn = All but Baiken<br />
|difficulty = {{clr||Easy}}<br />
|notes = Basic corner combo.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:14 video]<br />
|recipePC = 176498<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > MFC, {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}, WS! {{clr|D|5[D]}}<br />
|position = Corner<br />
|damage = 214<br />
|tensionGain = 37<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Max damage corner combo.<br />
|video = <br />
|recipePC = 147444<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
{{clr|S|c.S}} > {{clr|H|2H}} > MFC, {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|236HH}}, {{clr|S|c.S}} > {{clr|H|6H}} > MFC, WS! {{clr|D|5[D]}}<br />
|position = Round-start<br />
|damage = 223<br />
|tensionGain = 39<br />
|worksOn = All<br />
|difficulty = {{clr||Hard}}<br />
|notes = Mid screen Mist Finer Cancel corner combo. Highly dependent on starting range.<br />
|video = [https://www.youtube.com/watch?v=Gby1EJp9ErI&t=00:22 video]<br />
|recipePC = 8768<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|f.S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 89<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Essentially the only option from max range normal hit f.S without any meter.<br />
|checkedVersion = 1.29<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 89 (92 on ch)<br />
|worksOn = All<br />
|difficulty = {{clr||Medium}}<br />
|notes = Max range CH confirm and crouch confirm, gives HKD for card.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|position = Anywhere<br />
|damage = 124<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = If done at roundstart, the {{clr|K|6K}} will wallsplat. Break wall with {{clr|H|6H}} for 161 damage.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 155<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = This option at round start deals more damage and gives less time for the opponent to burst on reaction than the previous one, but only works at roundstart and closer to the wall.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|K|214K}} > {{clr|S|f.S}}/{{clr|S|2S}} > (optional) {{clr|H|5H}} > {{clr|S|236236S}}<br />
|position = Corner<br />
|damage = 177/175 (No {{clr|H|5H}} does 166/164)<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = 50% meter cash out on stay f.S hit. f.S vs 2S is purely based on range and the 5H will whiff if too far<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 161<br />
|worksOn = testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Optimal f.S starter with no tension use. MFC at the end is for tension gain and is optional.<br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|S|214S}} whiff > Turn Up Hit > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Meterless CH f.S roundstart option if for if you struggle with Mist Finer Cancels.<br />
|checkedVersion =1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > {{clr|S|c.S}} > {{clr|H|6H}} > MFC > {{clr|K|5K}} > {{clr|H|6H}} > MFC > {{clr|H|6H}}<br />
|position = Roundstart<br />
|damage = 186<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Optimal roundstart CH f.S starter.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 188<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH f.S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 183<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows for conversions at max f.S range.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 189<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Easier option as a corner to corner combo that is all autotimed for only 2 less damage.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|f.S}} > {{clr|D|236[D]}} > jc j.{{clr|S|S}}{{clr|H|H}}{{clr|D|D}} > jc j.{{clr|S|S}}{{clr|H|H}} dl. {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner to Corner<br />
|damage = 191<br />
|difficulty = {{clr||Hard}}<br />
|worksOn = testing<br />
|notes = Highest damage corner to corner combo with no tension off of CH {{clr|S|f.S}}. The second {{clr|D|j.D}} must be delayed long enough that you'll be close enough to the wall to connect the {{clr|H|j.236H}}.<br />
|checkedVersion =1.29<br />
}} <br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|2S}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}<br />
|damage = 87<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = The only meterless combo after 2S at range.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = <br />
CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214[S]}}66{{clr|S|]S[}}<br />
|position = Anywhere<br />
|damage = 90<br />
|worksOn = All<br />
|difficulty = {{clr||Easy}}<br />
|notes = Max range CH confirm, grants HKD.<br />
|video =<br />
|recipePC = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|S|214S}}<br />
|damage = 112<br />
|worksOn = Testing<br />
|difficulty = {{clr||Hard}}<br />
|notes = Wild Assault conversion from far range 2S. End with {{clr|S|214[S]66]S[}} after {{clr|H|5H}} instead for 102 damage but better oki.<br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|2S}} > {{clr|H|5H}} > {{clr|D|236D}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 151<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Wild Assault conversion from far range 2S. Replace c.S with 2K for an easier link.<br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214[S]66]S[}}<br />
|damage = 126<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Anywhere<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > dl {{clr|D|j.D}} > {{clr|S|c.s}} > {{clr|H|6H}} > ws (optional MFC) > {{clr|H|6H}}<br />
|damage = 175<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Roundstart or Closer to Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214[P]66]P[}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws > {{clr|H|6H}}<br />
|damage = 186<br />
|worksOn = Testing<br />
|difficulty = {{clr||Medium}}<br />
|notes = Works at any range where CH 2S combos into both hits of 2H. <br />
|checkedVersion = 1.33<br />
|position = Corner<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > ws (optional) MFC > {{clr|H|6H}}<br />
|position = Corner<br />
|damage = 182<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = testing<br />
|notes = Allows conversions from max range 2S.<br />
|checkedVersion =1.33<br />
}} <br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|2S}} > {{clr|D|236[D]}} > jc > {{clr|S|j.S}}{{clr|H|H}} > {{clr|H|j.236H}} > {{clr|S|c.s}} > {{clr|H|2H}} > {{clr|H|236H~H}}<br />
|damage = 127<br />
|worksOn = Testing<br />
|difficulty = {{clr||Easy}}<br />
|notes = Works at any range<br />
|checkedVersion = 1.33<br />
|position = Corner to Corner<br />
}}<br />
|-<br />
|}<br />
<br />
==={{clr|H|Heavy Slash}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|5H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|D|236[D]}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Roundstart<br />
|damage = 183<br />
|difficulty = {{clr||Easy}}<br />
|worksOn = Testing<br />
|notes = CH 5H roundstart option.<br />
|recipePS = 14007<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|P|236P}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|S|214S}} > Turn Up Hit > 66 > {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Corner<br />
|damage = 195<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Point Blank CH 5H combo, any amount of distance from the opponent will make the {{clr|K|5K}} whiff.<br />
|recipePS = 14004<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|2H}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}}, {{clr|S|c.S}} > {{clr|H|6H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 202<br />
|difficulty = {{clr||Medium}}<br />
|worksOn = Testing<br />
|notes = Meterless 2H combo that swaps sides to break the wall while your cornered.<br />
|recipePS = 12937<br />
|checkedVersion = 1.33<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|2H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|S|c.S}} > {{clr|H|6H}} > 214[{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}]66, {{clr|K|2K}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H~H}} > 66FRRC~{{clr|S|j.214S}} > Turn Up Hit > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|D|236D}} > {{clr|S|c.S}} > {{clr|H|5H}} WS > MFC > {{clr|D|5[D]}} WB<br />
|position = Cornered<br />
|damage = 194<br />
|difficulty = {{clr||Very Hard}}<br />
|worksOn = Testing<br />
|notes = CH 2H combo that gives off big "It's not about being optimal, it's about sending a message" vibes. Can be ended at {{clr|H|236H~H}} for oki.<br />
|recipePS = 14257<br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|6H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
<br />
|}<br />
==={{clr|D|Dust}} Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|2D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|5[D]}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|K|j.K}} > {{clr|H|j.H}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 187<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Very Easy}}<br />
|notes = Universal basic charged dust confirm.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 9jc > {{clr|S|j.SS}} <br />
|position = Anywhere<br />
|damage = 208<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Medium}}<br />
|notes = Universal charged dust confirm.<br />
|video = <br />
|recipePC = 163352<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|j.S}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 204<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Don't delay too much between attacks or the j.DD will whiff.<br />
|video = <br />
|recipePC = 154976<br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]}} 7/8/9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|D|j.DD}} <br />
|position = Anywhere<br />
|damage = 218<br />
|tensionGain = <br />
|worksOn = Everyone<br />
|difficulty = {{clr||Hard}}<br />
|notes = Universal advanced charged dust confirm. Delay the j.D at the end so you can chain.<br />
|video = <br />
|recipePC = 180671<br />
|recipePS = <br />
|checkedVersion = 1.34<br />
}}<br />
|-<br />
|}<br />
<br />
===Throw Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|4D}} or {{clr|D|6D}}'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|4/6D}} > RRC > 66 {{clr|D|5[D]}} > {{clr|S|c.S}} dc > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|214H}} > {{clr|D|5[D]}}<br />
|position = Midscreen to corner<br />
|damage = 173<br />
|tensionGain = <br />
|worksOn = All?<br />
|difficulty = {{clr||Hard}}<br />
|notes = Surprisingly difficult to time such that you don't incidentally crossunder, but rewards you with a huge amount of corner carry. Throw towards your nearest corner for a guaranteed wallbreak from anywhere on screen.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|D|j.4D}} or {{clr|D|j.6D}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
|}<br />
<br />
===Special Move Starters===<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''Turn Up'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|S|214S}} > Turn Up > {{clr|S|c.S}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|214[P]}}66{{clr|P|]P[}} > {{clr|P|2P}} WS > {{clr|D|5[D]}}<br />
|position = Round Start to Corner<br />
|damage = 172<br />
|worksOn = All<br />
|difficulty = {{clr|3|Medium}}<br />
|notes = Low 50/50 oki confirm that can wallbreak meterlessly. Can fit an extra 66 after the Turn Up if spaced to help land the confirm, but be careful about accidentally crossing up.<br />
|video = <br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.29<br />
}}<br />
|-<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|P|j.214P}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|K|j.214K}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|S|j.214S}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|j.236H}} or {{clr|H|236H~H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center"<br />
! colspan="10" |'''{{clr|H|214H}} (empty)'''<br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
<br />
|}<br />
<br />
==Combo Theory==<br />
<br />
<tabber><br />
<br />
Overview=<br />
{{TheoryBox<br />
| Title = Basic Overview<br />
| Oneliner = For if you just want the fundamental principles.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
Johnny's combos generally involve getting his opponent into the air, then juggling them with a combination of {{clr|P|P}} Mist Finer ({{clr|P|214P}}), Turn Up (if a card is already present), Mist Finer Cancels (214[X]D) from {{clr|H|2H}} and {{clr|H|6H}}, and Vault~Deal ({{clr|H|236H~H}}). <br />
<br />
Once the combo has been extended, {{clr|S|S}} Mist Finer ({{clr|S|214S}}) will provide a HKD to allow for close oki and {{clr|K|K}} Mist Finer will provide an up-to-full-screen knockback effect for a more zoning-focused reward.<br />
}}<br />
|-|<br />
Launchers=<br />
{{TheoryBox<br />
| Title = Launchers<br />
| Oneliner = And how to route into them.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = <br />
| content = <br />
The standard launchers to use near the beginning of your combos once you've landed the hit are {{clr|H|2H}}, {{clr|K|214K}}, {{clr|D|j.D}}, and {{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}.<br />
<br />
Example combo starters:<br />
<br />
* {{clr|S|c.S}} > '''{{clr|H|2H}} > MFC''': Generally the starter for Johnny's hardest punishes since MFC adds no RISC and no combo decay, as opposed to specials like {{clr|P|214P}} that have 2000 RISC loss and therefore scale the combo heavily. <br />
<br />
* CH {{clr|P|5P/2P}}/{{clr|K|5K/2K}} > '''{{clr|K|6K}} > {{clr|P|214[P]}}66{{clr|P|]P[}}''': A way to confirm from any abare button into a launcher on CH. From {{clr|K|5K}} and {{clr|K|2K}}, you can connect to {{clr|K|6K}} on crouching opponents without CH. 66 Mist Finer gives a bit of extra height that allows for the combo to continue.<br />
<br />
* Landing {{clr|K|j.K}} > '''{{clr|D|j.D}}''': A corner-only launcher that adds minimal RISC and can lead into {{clr|S|c.S}}.<br />
<br />
* {{clr|P|5P/2P}}/{{clr|K|5K/2K}}/{{clr|S|f.S/2S}}/{{clr|H|5H/6H}} > '''{{clr|K|214K}}''': Corner-only "launcher". {{clr|K|K}} Mist Finer tumbles, allowing for {{clr|K|5K}} and {{clr|S|f.S}} relaunches early into combos.<br />
<br />
* {{clr|K|5K}} > dc~'''{{clr|P|214P}}''': A midscreen launcher that doesn't quite work at max {{clr|K|5K}} range but works on non-CH standing hit.<br />
<br />
}}<br />
</tabber></div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=447410GBVSR/Gran/Combos2024-02-27T11:55:58Z<p>Gamedefier: /* Combo Theory */ Added general combo theory.</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2670<br />
|SBA= 22%<br />
|difficulty= Very Easy<br />
|notes= Simple combo using Triple Attack from {{clr|L|c.L}} into a special move.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2090<br />
|SBA= 19%<br />
|difficulty= Very Easy<br />
|notes= Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3840<br />
|SBA= 26%<br />
|difficulty= Very Easy<br />
|notes= Outside of some unusual interactions, {{clr|L|c.L}} will always link into {{clr|L|c.H}} regardless of how it hit. Greatly improves damage for minimal execution.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Mid-Screen<br />
|damage= 5370<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Requires level 4 Power Charge. Must dash after {{clr|U|5U}} so that {{clr|H|f.H}} will combo into {{clr|L|L}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 4560<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Simple combo extension using {{clr|H|H}} Reginleiv.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5020<br />
|SBA= -32%<br />
|difficulty= Easy<br />
|notes= Basic combo extension using {{clr|U|U}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5500<br />
|SBA= -6%<br />
|difficulty= Easy<br />
|notes= Combo extension using Raging Chain and Raging Strike. Requires 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Mid-Screen<br />
|damage= 6456<br />
|SBA= -24%<br />
|difficulty= Medium<br />
|notes= Double resource spending combo. Requires level 4 Power Charge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Mid-Screen<br />
|damage= 6610<br />
|SBA= 1%<br />
|difficulty= Medium<br />
|notes= Double resource spending combo. Requires level 4 Power Charge and 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5546<br />
|SBA= -23%<br />
|difficulty= Medium<br />
|notes= Extended combo that puts Reginleiv on cooldown and burns meter.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5800<br />
|SBA= 2%<br />
|difficulty= Medium<br />
|notes= Extended combo that puts Reginleiv on cooldown and burns 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}} > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 6316<br />
|SBA= -6%<br />
|difficulty= Medium<br />
|notes= Extended combo that burns meter and 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
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;<br />
<br />
<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><br />
<br />
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><br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
When stretched to it's limit, the combo looks like this;<br />
<br />
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}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=447052GBVSR/Gran/Combos2024-02-24T23:24:58Z<p>Gamedefier: /* Combo List */ Added multi-resource combo routes.</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2670<br />
|SBA= 22%<br />
|difficulty= Very Easy<br />
|notes= Simple combo using Triple Attack from {{clr|L|c.L}} into a special move.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2090<br />
|SBA= 19%<br />
|difficulty= Very Easy<br />
|notes= Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3840<br />
|SBA= 26%<br />
|difficulty= Very Easy<br />
|notes= Outside of some unusual interactions, {{clr|L|c.L}} will always link into {{clr|L|c.H}} regardless of how it hit. Greatly improves damage for minimal execution.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Mid-Screen<br />
|damage= 5370<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Requires level 4 Power Charge. Must dash after {{clr|U|5U}} so that {{clr|H|f.H}} will combo into {{clr|L|L}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 4560<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Simple combo extension using {{clr|H|H}} Reginleiv.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5020<br />
|SBA= -32%<br />
|difficulty= Easy<br />
|notes= Basic combo extension using {{clr|U|U}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5500<br />
|SBA= -6%<br />
|difficulty= Easy<br />
|notes= Combo extension using Raging Chain and Raging Strike. Requires 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Mid-Screen<br />
|damage= 6456<br />
|SBA= -24%<br />
|difficulty= Medium<br />
|notes= Double resource spending combo. Requires level 4 Power Charge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Mid-Screen<br />
|damage= 6610<br />
|SBA= 1%<br />
|difficulty= Medium<br />
|notes= Double resource spending combo. Requires level 4 Power Charge and 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5546<br />
|SBA= -23%<br />
|difficulty= Medium<br />
|notes= Extended combo that puts Reginleiv on cooldown and burns meter.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5800<br />
|SBA= 2%<br />
|difficulty= Medium<br />
|notes= Extended combo that puts Reginleiv on cooldown and burns 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}} > {{clr|U|214U}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 6316<br />
|SBA= -6%<br />
|difficulty= Medium<br />
|notes= Extended combo that burns meter and 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=447044GBVSR/Gran/Combos2024-02-24T22:37:55Z<p>Gamedefier: /* Combo List */ Minor color corrections.</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2670<br />
|SBA= 22%<br />
|difficulty= Very Easy<br />
|notes= Simple combo using Triple Attack from {{clr|L|c.L}} into a special move.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2090<br />
|SBA= 19%<br />
|difficulty= Very Easy<br />
|notes= Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3840<br />
|SBA= 26%<br />
|difficulty= Very Easy<br />
|notes= Outside of some unusual interactions, {{clr|L|c.L}} will always link into {{clr|L|c.H}} regardless of how it hit. Greatly improves damage for minimal execution.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Mid-Screen<br />
|damage= 5370<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Requires level 4 Power Charge. Must dash after {{clr|U|5U}} so that {{clr|H|f.H}} will combo into {{clr|L|L}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 4560<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Simple combo extension using {{clr|H|H}} Reginleiv.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}, {{clr|M|M}}+{{clr|H|H}} > {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5500<br />
|SBA= -6%<br />
|difficulty= Easy<br />
|notes= Combo extension using Raging Chain and Raging Strike. Requires 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=445467GBVSR/Gran/Combos2024-02-13T11:19:16Z<p>Gamedefier: /* Combo List */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2670<br />
|SBA= 22%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Simple combo using Triple Attack from {{clr|L|c.L}} into a special move.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2090<br />
|SBA= 19%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|L|c.H}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3840<br />
|SBA= 26%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Outside of some unusual interactions, {{clr|L|c.L}} will always link into {{clr|L|c.H}} regardless of how it hit. Greatly improves damage for minimal execution.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|U|5U}}, {{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Mid-Screen<br />
|damage= 5370<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Requires level 4 Power Charge. Must dash after {{clr|U|5U}} so that {{clr|H|f.H}} will combo into {{clr|L|L}} Overdrive Surge.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 4560<br />
|SBA= 33%<br />
|difficulty= Easy<br />
|notes= Simple combo extension using {{clr|H|H}} Reginleiv.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|H|c.H}}XX > {{clr|M|M}}+{{clr|H|H}}, {{clr|M|M}}+{{clr|H|H}} > {{clr|L|c.H}}XX > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 5500<br />
|SBA= -6%<br />
|difficulty= Easy<br />
|notes= Combo extension using Raging Chain and Raging Strike. Requires 1 point of Bravery.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=445466GBVSR/Gran/Combos2024-02-13T11:05:09Z<p>Gamedefier: /* Combo List */ Beginning the long process of putting Gran Combos in his tabbered combo list. Currently experiencing some bugs so they'll be updated in parts to avoid breaking the tabs.</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2670<br />
|SBA= 22%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Simple combo using Triple Attack from {{clr|L|c.L}} into a special move.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2090<br />
|SBA= 19%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Combo consisting entirely of safe on block normals. Extremely easy to hit-confirm, low punishment for dropping it.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|-<br />
<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|c.L}}, {{clr|L|c.H}}XX > {{clr|L|214L}}~{{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3840<br />
|SBA= 26%<br />
|difficulty= {{clr|1|Very Easy}}<br />
|notes= Outside of some unusual interactions, {{clr|L|c.L}} will always link into {{clr|L|c.H}} regardless of how it hit. Greatly improves damage for minimal execution.<br />
|stocks= <br />
|video= <br />
|checkedVersion= 1.12<br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=443846GBVSR/Gran/Combos2024-01-24T11:52:40Z<p>Gamedefier: /* Core Combos */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Links<br />
| Oneliner = Time attacks to get higher damage than what cancels alone can reach.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|L|2L}}, {{clr|L|2L}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = One Small Step for (Gr)an<br />
| Oneliner = Spacing Medium Overdrive Surge for a higher frame advantage.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|M|214M}}, {{clr|L|f.L}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = Hitting the opponent with the last active frames of Medium Overdrive Surge leaves Gran plus on block and hit. On block, {{clr|L|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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Full Strength Power Raise<br />
| Oneliner = Micro-dashing to get the most out of level 4 {{clr|U|5U}}.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|U|5U}}, 66{{clr|H|f.H}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = When fully charged, {{clr|U|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 {{clr|H|f.H}} with {{clr|M|f.M}} for an easier but less rewarding combo.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Counter Hit Anti-Air<br />
| Oneliner = Intentionally whiffing Light Overdrive Surge for better follow-ups.<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = CH {{clr|H|2H}} > (Whiff) {{clr|L|214L}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = The massive hitstop on a {{clr|H|2H}} counter hit gives Gran much stronger combo options. By using Light Overdrive Surge immediately after {{clr|H|2H}}, it will miss and leave Gran much closer to the falling opponent. This allows for a link into a close normal (preferably {{clr|H|c.H}}) for higher damage and the option to end the combo with a close hit super for max damage.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=443843GBVSR/Gran/Combos2024-01-24T10:36:48Z<p>Gamedefier: /* Basic Combos */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Anti-Air<br />
| Oneliner = Discourage jumping by getting more damage and corner carry from 2H.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = {{clr|H|2H}} > {{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=443841GBVSR/Gran2024-01-24T09:59:36Z<p>Gamedefier: /* Catastrophe */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has tools for basically any situation and is incredibly well-rounded.<br />
* '''High Damage:''' Gran can cash out with unusually high damage from anywhere on the screen thanks to his {{MMC|input=214U|label={{clr|U|214U}}}}. His corner damage is equally threatening, with good starters typically breaking 5K for a single cooldown.<br />
* '''Fast Buttons:''' The majority of Gran's pokes are slightly faster than the average character without sacrificing much range at all. {{clr|M|5M}}, {{clr|H|5H}}, and {{clr|U|2U}} are examples of solid pokes with good range and even better speed.<br />
* '''Corner Controller:''' Gran's plus on block {{clr|2|2M}} combined with his huge reward on hit allow him to set up a very threatening strike/throw game in the corner. He also has good corner carry routes to easily take opponents right where he wants them.<br />
|cons=<br />
* '''Stubby Jab:''' While Gran's quick non-light normals let him win a lot of mid-range scenarios, his {{clr|L|f.L}} is actually shorter than average, hurting his ability to abare or punish within small windows.<br />
* '''Cooldown Cycling:''' Gran does not have reliable ways to cycle his cooldowns during combos without situational starters (antiairs or far wall bounces), urging him to spend meter and Bravery Points for damage on the second hit.<br />
* '''Subpar Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is very slow with few invulnerability frames, often failing to combo from his far normals and cannot reliably punish fireballs. {{MMC|input=236236U|label=Catastrophe}} is similarly slow and still struggles to punish fireballs, even if they clash from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a {{clr|H|Heavy}} or {{clr|U|Ultimate}} special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 2 and 3 wall bounce the opponent in the corner.<br />
* Level 4 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran thrusts his sword and dashes over half screen. Deals high damage, has massive corner carry, and provides decent oki. Grants additional damage and removes 1 Bravery from the opponent if it hits at close range. Easy to combo into in the corner and has multiple viable routes mid-screen, will often see use even when a SSA is available. Poor reversal or anti-projectile option due to the short duration of the invulnerability.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* Launches opponent away on hit.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Gran launches a 5 hit fireball that will destroy any non-super projectiles in its path. Has a cinematic follow-up if it hits at close range, increasing damage, improving the frame advantage, and removing 2 Bravery from the opponent. However, there are several small issues that hamper its usability. The advantage on hit is too high to auto-time a safe-jump but too low for a cross-up safe-jump. It's difficult to combo into mid-screen outside of immediate cancels from close normals and Triple Attack. Lastly, its Gran's slowest and most unsafe reversal.<br />
<br />
Inflicts high chip damage on block but its unsafe on block at close range and easy to Evade at farther distances, making such a strategy risky at best and self-destructive at worst. <br />
<br />
Deals less damage than {{clr|H|236236H}}~{{clr|U|236U}} when the opponent has 1 or no Bravery Points remaining.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only.<br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
Follow-up attack for {{clr|H|236236H}} that can only be used in SSA mode, dealing extra damage and removing another point of Bravery. The wall bounce from the final hit leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. Also grants auto-timed safe-jump oki. Generally preferred over {{clr|U|236236U}} if a super won't do enough damage to end the round.<br />
<br />
Doing the technical input for this part will not affect the damage; only the input of {{clr|H|236236H}} matters. Deals more damage than {{clr|U|236236U}} when the opponent has 1 or no Bravery Points remaining.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* Wall bounces the opponent on hit.<br />
* 50% minimum damage (combined with {{clr|H|236236H}}): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran|color22=1}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=443169GBVSR/Gran/Combos2024-01-21T11:18:53Z<p>Gamedefier: /* Basic Combos */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Close Range Punish<br />
| Oneliner = Using Heavy Reginleiv for a combo extension.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = c.XXX > {{clr|H|236H}}, {{clr|M|f.M}} > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = After a Triple Attack or a point-blank range close normal, its possible to link into {{clr|M|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.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Converting Pokes Into Advantage<br />
| Oneliner = Swap between Heavy and Ultimate Overdrive Surge depending on screen position.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|H|214H}} or {{clr|U|214U}}, {{clr|M|c.M}}XX > {{clr|L|623L}}<br />
| content = 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.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Spending Bravery<br />
| Oneliner = Utilizing Raging Strike and Chain.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|M|M}}+{{clr|H|H}}~{{clr|M|M}}+{{clr|H|H}}, {{clr|H|c.H}}XX > {{clr|L|623L}}<br />
| content = Same concept as the Ultimate Overdrive Surge route, but using a Bravery point to reduce the meter cost to 25% rather than 50%.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran/Combos&diff=443079GBVSR/Gran/Combos2024-01-21T05:48:56Z<p>Gamedefier: /* Basic Combos */ Starting to edit Gran's combo page.</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = Starting From Square One<br />
| Oneliner = Special canceling a normal for a knockdown.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = X > {{clr|L|214L}}~{{clr|M|214M}}<br />
| content = 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.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= <br />
|position= <br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442903GBVSR/Gran2024-01-20T03:30:23Z<p>Gamedefier: /* Eternal Edge */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a {{clr|H|Heavy}} or {{clr|U|Ultimate}} special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 2 and 3 wall bounce the opponent in the corner.<br />
* Level 4 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran thrusts his sword and dashes over half screen. Deals high damage, has massive corner carry, and provides decent oki. Grants additional damage and removes 1 Bravery from the opponent if it hits at close range. Easy to combo into in the corner and has multiple viable routes mid-screen, will often see use even when a SSA is available. Poor reversal or anti-projectile option due to the short duration of the invulnerability.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* Launches opponent away on hit.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Gran launches a 5 hit fireball that will destroy any non-super projectiles in its path. Has a cinematic follow-up if it hits at close range, improving the damage, frame advantage, and removing 2 Bravery from the opponent. However, there are several small issues that hamper its usability. The advantage on hit is too high to auto-time a safe jump but too low for a cross-up safe-jump. Its difficult to combo into mid-screen outside of immediate cancels from close normals and Triple Attack. Lastly, its Gran's slowest and most unsafe reversal.<br />
<br />
Inflicts high chip damage on block but its unsafe on block at close range and easy to Evade at farther distances, making such a strategy risky at best and self-destructive at worst. <br />
<br />
Deals less damage than Eternal Edge when the opponent has 1 or no Bravery Points remaining.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
Follow-up attack for {{clr|H|Tempest Blade}} that can only be used in SSA mode, dealing extra damage and removing another point of Bravery. The wall bounce from the final hit leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. Also grants auto-timed safe-jump oki. Generally preferred over {{clr|U|Catastrophe}} if a super won't do enough damage to end the round.<br />
<br />
Doing the technical input for this part will not affect the damage; only the input of {{clr|H|Tempest Blade}} matters. Deals more damage than {{clr|U|Catastrophe}} when the opponent has 1 or no Bravery Points remaining.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* Wall bounces the opponent on hit.<br />
* 50% minimum damage (combined with {{clr|H|Tempest Blade}}): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442888GBVSR/Gran2024-01-20T01:26:12Z<p>Gamedefier: /* Catastrophe */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a {{clr|H|Heavy}} or {{clr|U|Ultimate}} special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 2 and 3 wall bounce the opponent in the corner.<br />
* Level 4 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran thrusts his sword and dashes over half screen. Deals high damage, has massive corner carry, and provides decent oki. Grants additional damage and removes 1 Bravery from the opponent if it hits at close range. Easy to combo into in the corner and has multiple viable routes mid-screen, will often see use even when a SSA is available. Poor reversal or anti-projectile option due to the short duration of the invulnerability.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* Launches opponent away on hit.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Gran launches a 5 hit fireball that will destroy any non-super projectiles in its path. Has a cinematic follow-up if it hits at close range, improving the damage, frame advantage, and removing 2 Bravery from the opponent. However, there are several small issues that hamper its usability. The advantage on hit is too high to auto-time a safe jump but too low for a cross-up safe-jump. Its difficult to combo into mid-screen outside of immediate cancels from close normals and Triple Attack. Lastly, its Gran's slowest and most unsafe reversal.<br />
<br />
Inflicts high chip damage on block but its unsafe on block at close range and easy to Evade at farther distances, making such a strategy risky at best and self-destructive at worst. <br />
<br />
Deals less damage than Eternal Edge when the opponent has 1 or no Bravery Points remaining.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442877GBVSR/Gran2024-01-20T00:26:43Z<p>Gamedefier: /* Tempest Blade */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a {{clr|H|Heavy}} or {{clr|U|Ultimate}} special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 2 and 3 wall bounce the opponent in the corner.<br />
* Level 4 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran thrusts his sword and dashes over half screen. Deals high damage, has massive corner carry, and provides decent oki. Grants additional damage and removes 1 Bravery from the opponent if it hits at close range. Easy to combo into in the corner and has multiple viable routes mid-screen, will often see use even when a SSA is available. Poor reversal or anti-projectile option due to the short duration of the invulnerability.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* Launches opponent away on hit.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442859GBVSR/Gran2024-01-19T23:18:02Z<p>Gamedefier: /* Power Raise */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a {{clr|H|Heavy}} or {{clr|U|Ultimate}} special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 2 and 3 wall bounce the opponent in the corner.<br />
* Level 4 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442636GBVSR/Gran2024-01-19T02:05:06Z<p>Gamedefier: /* Ultimate Rising Sword */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H}} Reginleiv to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|U}} versions) if the special cancel is delayed as much as possible. {{clr|H|H}} Reginleiv is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX{{clr|M|6M}}'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX{{clr|H|6H}}'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX{{clr|M|6M}} only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H}} Reginleiv or fully charged {{clr|U|5U}}. Combos into {{clr|H|H}} Tempest Blade even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M}} Overdrive Surge can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L}} Overdrive Surge allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H}} Reginleiv can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H}} Overdrive Surge.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U}} Overdrive Surge for combo extensions and corner carry, {{clr|U|U}} Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and auto-timed safe-jump oki. Can beat some safe-jab and safe-jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442491GBVSR/Gran2024-01-18T12:13:47Z<p>Gamedefier: /* Ultimate Overdrive Surge */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and better oki. Can beat some safe-jab and safe jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
Enhanced dash kick with faster start-up and higher damage. Grants a full combo extension on hit regardless of how it connects. Amazing option mid-screen but inferior to the {{clr|H|Heavy}} version at or near the corner, though still viable if it's on cooldown. Links into {{clr|M|c.M}} against a standing opponent or {{clr|H|c.H}} against a juggled opponent. The follow-up always leaves Gran at point-blank range and is unsafe on block, avoid using this in neutral.<br />
<br />
*Launches opponent on hit.<br />
*Follow-up only occurs on hit or block.<br />
*Follow-up ground bounces the opponent on hit.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442485GBVSR/Gran2024-01-18T11:55:22Z<p>Gamedefier: /* Ultimate Rising Sword */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
Enhanced reversal with faster start-up, higher damage, and better oki. Can beat some safe-jab and safe jump set-ups, having the requisite 50% meter for this move can force the opponent to commit to less safe oki. Gran's highest damage special move, can help secure a round when a super isn't available.<br />
<br />
*All hits launch the opponent on hit.<br />
*Follow-up only occurs on hit.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442477GBVSR/Gran2024-01-18T11:42:14Z<p>Gamedefier: /* Ultimate Reginleiv */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
Enhanced fireball that travels faster, deals more damage, and has a higher clash level. Has no other utility outside of winning fireball wars, don't use this over the {{clr|H|Heavy}} version unless it's on cooldown or if a higher priority projectile is needed. This is Gran's only {{clr|U|Ultimate}} skill that actively takes advantage of the 50% meter refund on hit.<br />
<br />
*Knocks the opponent down on hit.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=442467GBVSR/Gran2024-01-18T11:17:13Z<p>Gamedefier: /* Overdrive Surge */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
{{FrameChartKey}}<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|frameChart=auto<br />
|description= <br />
{{clr|1|c.L}} is Gran's fastest button and where all the pressure starts.<br />
<br />
With its high frame advantage on block, it allows for powerful {{keyword|frame trap}} and tick throws. In defense, its fast startup allows Gran to steal turns in large gaps of opponent's offense.<br />
<br />
A unique property with {{clr|1|c.L}} (and {{clr|1|66L}}) is that after the recovery, ''it locks out walk/dash for 5 frames''. While it makes tick throws much easier to land, chains like <code>{{clr|1|c.L}}, 66{{clr|1|c.L}}</code> will have large gaps that allows a huge punish, so use with caution. <br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|M|c.M}} is primarily a combo filler but can be used as a frametrap against {{tt|characters with 6 frame start-up {{clr|1|c.L}}s|Anre, Ferry, Ladiva, Metera, Vaseraga(7)}} .<br />
<br />
It is a popular choice of frame trap after {{clr|L|c.L}} as it is 0 on block and can beat almost all options except DP. Due to the higher clash level and on-block pushback, certain stagger pressure like <code>{{clr|M|c.M}}, {{clr|M|c.M}}</code> will beat opponents {{clr|1|f.L}} cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|c.H}} is Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. <br />
<br />
{{clr|3|c.H}} cause a Counter-hit cinematic on grounded hit, allowing it to link into any normal except {{clr|H|66H}}; usually {{clr|3|c.H}} or {{clr|3|f.H}} is used, and if skills are in cooldown, {{clr|L|66L}} can buy some time. <br />
<br />
The high reward can make this a tempting frame trap option from {{clr|L|c.L}}, but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|frameChart=auto<br />
|description=<br />
{{clr|L|f.L}} can be used to enact stagger pressure and interrupt opponent's offense. <br />
<br />
As it is +1, opponents still needs to respect you on block as you can {{clr|M|f.M}} afterwards and beat most of the options they throw out. <code>{{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}}</code> is a common pressure sequence for lows, so confirming off this sequence will be important for Gran.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|frameChart=auto<br />
|description=<br />
{{clr|2|f.M}} is Gran's fastest and farthest reaching poke. <br />
<br />
As it is quite minus, canceling into fireballs or {{clr|L|214L}} on block can end the pressure more safely. It can frame-trap the opponent with {{clr|H|236H}}, or even {{clr|L|214L}} if the special cancel is delayed. If they attempt to evade or crossover frequently, {{clr|M|236M}} when properly spaced can punish evade, and {{clr|L|2L}} or {{clr|M|2M}} are good options to call out crossovers.<br />
<br />
On hit, can cancel into {{clr|L|214L}} for a simple combo, or {{clr|H|214H}} for a corner combo. Raging Strike can connect even at max range if you want to invest in midscreen damage. It is also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range, though the cinematic will not trigger for almost all ranges.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|frameChart=auto<br />
|description=<br />
{{clr|3|f.H}} is a great tool for counter poking.<br />
<br />
While it has more start-up and recovery as well as less range than {{clr|M|f.M}}, it deals more damage and hitstun, and pulls his hurtbox back during its recovery, making it great for counterpoke. <br />
<br />
Rarely used in combos, as there are no available links afterwards. As a starter it can connect to either 214X or 236X.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|frameChart=auto<br />
|description=<br />
{{clr|1|2L}} is another strong pressure tool that hits low, and easy to set-up tick throws with.<br />
<br />
{{clr|1|2L}} can create a simple guess game by mixing throws and {{clr|L|c.L}} for frame traps. After a knockdown, Gran can also do an empty jump and then catches opponent off guard by a {{clr|1|2L}}. After a blocked {{clr|1|2L}} the opponent also carries great risk for {{keyword|fuzzy jump}}ing, making their options more limited.<br />
<br />
It cancels to other L normals but cannot rebeat over a blockstring. It can chain into itself only once. <br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}} once in following blockstring<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|frameChart=auto<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|frameChart=auto<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|frameChart=auto<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. <br><br />
Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing.<br><br />
Note that on a Counter Hit, you cannot have an auto-timed safe jump anymore and will need to apply a short delay on purpose, as the hard knockdown gets a longer duration on Counter Hit and becomes a HKD {{clr|4|+49}}.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|frameChart=auto<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|frameChart=auto<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Scores a hard knockdown on counter hit (HKD +49).<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|frameChart=auto<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Forces opponent into Crouching state on ground hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|frameChart=auto<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|frameChart=auto<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|frameChart=auto<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|frameChart=auto<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5[U],5[U]~]U[, 5[U]~X<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title=Power Raise<br />
|startup=141<br />
|active=9<br />
|recovery=13<br />
|frcStart=11<br />
|frcEnd=140<br />
}}<br />
{{#invoke:FrameChart|drawFrameData|title=Cancel Power Raise|recovery=15}}<small>({{tt|Note|Underlined squares indicate additional startup when held}})</small><br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge (Lvl 0-4) with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. <br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 2 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 4 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 4, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 4 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Can be charged by holding {{clr|U|U}}. Cancel and store the charge by pressing {{clr|L|L}}, {{clr|M|M}}, {{clr|H|H}}, or {{clr|G|G}}.<br />
** The charge can still be used once max level has been reached, which has some situational utility.<br />
** Canceled at its earliest point, the move is 25 frames total.<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* The levels appear on Gran as different coloured effects: <br />
** Level 0: No effects<br />
** Level 1: Grey aura/sparks<br />
** Level 2: Green aura/sparks<br />
** Level 3: Blue aura/sparks<br />
** Level 4: Purple aura/sparks<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|frameChart=auto<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|frameChart=auto<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|frameChart=auto<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
*Values in [ ] denote the advantage when opponent has no Bravery Points left.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|frameChart=auto<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
*Forces opponent into Crouching state on ground hit.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|frameChart={{#invoke:FrameChart|drawFrameData|title=Brave Counter<br />
|startup=10<br />
|active=3<br />
|recovery=19}}<br />
{{#invoke:FrameChart|drawFrameData|title=Brave Counter (when guard crushed by Raging Strike)<br />
|startup=18<br />
|active=3<br />
|recovery=34}}<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236L<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236M<br />
|isStrikeProjectile=true<br />
|active=10<br />
|inactive=4<br />
|offset=10<br />
|recovery=39}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|input=236H<br />
|isProjectile=true<br />
|active=0<br />
|recovery=32}}<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623L}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623M<br />
|active=21<br />
|inactive=3<br />
|offset=2}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|chara=Gran|input=623H<br />
|active=11<br />
|inactive=23<br />
|offset=9<br />
|inactive2=3<br />
|active3=19<br />
}}<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, whether from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|frameChart=<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214L|input=214L|}}<!--<br />
when the cancel window gets inevitably tested, add 'frcStart=x|frcEnd=y' to the above template --><br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M (during 214L)|input=214L~214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214M|input=214M}}<br />
{{#invoke:GBVSR-FrameChart|drawFrameData|title=214H|input=214H}}<br />
|description= <br />
A dash kick that travels half-screen. Gran's main combo extender and ender, providing high damage, solid corner carry, and decent oki.<br />
----<br />
;{{clr|1|214L}} <br />
Quick, advancing sword slash used to end combos against grounded opponents. Gran's safest non-{{clr|H|Heavy}} or {{clr|U|Ultimate}} special move on block and thus his preferred option for canceling normally unsafe attacks. Cannot be punished by {{clr|L|Light}} normals if spaced and cannot be punished at all by characters lacking a 5 frame start-up attack. Both the initial attack and the follow-up can frame trap if the special cancel is delayed though the reward for doing so is low.<br />
<br />
*Follow-up launches the opponent away on hit.<br />
----<br />
;{{clr|2|214M}} <br />
Slower but more damaging kick that provides better oki than the light version on air hit. Frame advantage on block depends on Gran's spacing, with close range usage being highly punishable on block but it's safe or plus on block when used from further out. At max range, this attack can frame trap or combo into {{clr|L|f.L}} on block or hit respectively. Can extend combos if it hits juggled opponents at its max height, usually from {{clr|H|2H}} anti-airs, even at mid-screen.<br />
<br />
----<br />
;{{clr|3|214H}} <br />
Gran's ticket to massive damage when at or approaching the corner. Its fast start-up, long range, and corner bounce on hit leads to full combo extensions from essentially any starter. Usually followed-up with {{clr|M|c.M}}, though stronger options such as {{clr|H|c.H}} are available depending on the opponent's distance from the corner prior to being hit.<br />
<br />
*Launches the opponent away on hit.<br />
*Wall bounces the opponent on hit in the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
{{GBVSR/USkillDesc|chara=gran|reversal=623U}}<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|{{clr|U|236U}}}} or {{InputBadge|5S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|frameChart=<br />
|frameChart={{#invoke:GBVSR-FrameChart|drawFrameData|input=236U<br />
|isProjectile=true<br />
|active=0<br />
|recovery=22}}<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|{{clr|U|623U}}}} or {{InputBadge|6S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|{{clr|U|214U}}}} or {{InputBadge|4S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|frameChart=auto<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRAltCostumeColors|Size=120|Character=Gran_Costume2|CostumeName=Guider to the Eternal Edge}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437752GBVSR/Gran2024-01-05T07:05:58Z<p>Gamedefier: /* Rising Sword */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Leaping uppercut that serves as Gran's primary reversal. Also used as an anti-air and combo ender. Highly punishable on block or whiff.<br />
<br />
* All hits launch the opponent on hit.<br />
----<br />
;{{clr|1|623L}}<br />
Gran's main combo ender when Overdrive Surge would fail to combo or it's on cooldown. Can be air blocked and has no invulnerability what so ever, making anti-airs with this version risky to use. However, a successful anti-air against an opponent who is high enough in the air allows Gran to link into either {{clr|M|c.M}} or {{clr|M|f.M}} for a full combo, even mid-screen.<br />
----<br />
;{{clr|2|623M}}<br />
Fast, air unblockable, and completely invincible reversal that requires no resources. In exchange, it deals low damage and has poor oki as the opponent recovers mid-air.<br />
<br />
* Only the first hit is air unblockable.<br />
----<br />
;{{clr|3|623H}}<br />
This attack has Gran preform both the {{clr|L|L}} and {{clr|M|M}} versions back-to-back for higher damage, meter gain, and corner carry. Fully invincible and is air unblockable during the initial attack. Inflicts a techable knockdown, giving much better oki. It's also possible to link into {{clr|M|c.M}} if it connects against opponents at a particular height, weather from an anti-air or a juggle.<br />
<br />
However, the extra attack makes this version much worse on whiff. The lack of invulnerability on the second hit and the gap in blockstun between the two means blocking opponents can use their {{clr|3|c.H}} before the second attack for a massive counter hit punish.<br />
<br />
* Only the initial 3 hits are air unblockable. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437546GBVSR/Gran2024-01-04T23:46:50Z<p>Gamedefier: /* Ground Throw */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible. As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437545GBVSR/Gran2024-01-04T23:45:36Z<p>Gamedefier: /* {{clr|3|66H}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air {{clr|H|2H}} or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437544GBVSR/Gran2024-01-04T23:44:42Z<p>Gamedefier: /* {{clr|1|66L}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been pushed too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437384GBVSR/Gran2024-01-04T11:27:51Z<p>Gamedefier: /* Reginleiv */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Gran thrusts his sword forward and launches a fireball. All versions have identical hitboxes and travel speed. The lack of version differences and the presence of the Evade system mechanic makes it difficult to zone with.<br />
----<br />
;{{clr|1|236L}}<br />
Standard fireball. Primarily used as a safe block string ender for his pokes, though the opponent can reversal through it or evade if used predictably.<br />
----<br />
;{{clr|2|236M}}<br />
Gran slashes upward before firing the projectile. The sword slash can cancel out a single hit of a projectile, making it a great counter zoning tool. The range of said swing is very poor and will often whiff after most non-close normals, though it is still Gran's best special move for safely ending block strings when applicable. The added delay before the fireball is launched can potentially catch opponents trying to dodge the light version.<br />
<br />
* First hit launches the opponent on hit.<br />
----<br />
;{{clr|3|236H}}<br />
A 3-hit fireball with a high frame advantage on hit or block. Arguably Gran's best special move with several different utilities. In neutral, it can blow through most non-super projectiles to shut down zoning. On offense, it gives Gran plus frames on demand that can also frame trap the opponent if the special cancel was delayed. During combos, the lack of a knockdown on hit grants a link into {{clr|M|f.M}}, which is Gran's only consistent mid-screen route into a super. Can also extend corner juggles, notably allowing for a link into {{clr|H|2H}}.<br />
<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437373GBVSR/Gran2024-01-04T10:48:31Z<p>Gamedefier: /* Raging Chain */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.<br />
<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437371GBVSR/Gran2024-01-04T10:34:16Z<p>Gamedefier: /* Raging Strike */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.<br />
<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437369GBVSR/Gran2024-01-04T10:19:27Z<p>Gamedefier: /* Air Throw */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Standard air throw that grants basic meaty oki on hit. Rarely used as Gran has multiple fast, long reaching, and rewarding anti-air options in {{clr|H|2H}} and Rising Sword.<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=437366GBVSR/Gran2024-01-04T10:14:17Z<p>Gamedefier: /* Ground Throw */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|c.L}}, {{clr|1|66L}}, {{clr|1|2L}} his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[GBVSR/Gran/Starter|Starter Guide]]<br />
|content= Need help getting started? Go to [[GBVSR/Gran/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. <br />
<br />
* Cannot be special cancelled.<br />
* Can only score a hard knockdown on counter hit.<br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.<br />
<br />
At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and {{clr|2|2M}} are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L~214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435447GBVSR/Gran2024-01-02T01:21:21Z<p>Gamedefier: /* Power Raise */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block.<br />
<br />
Can also be used as a poke as it's '''{{clr|3|-2}}''' on block when spaced, though with a low reward on hit. The added range and invulnerability at level 5 coupled with the guaranteed wall bounce suddenly makes it a terrifying neutral tool, one that can blow through any poke, projectile, and even some supers.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435415GBVSR/Gran2024-01-02T00:02:31Z<p>Gamedefier: /* {{clr|4|j.U}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435390GBVSR/Gran2024-01-01T23:48:27Z<p>Gamedefier: /* {{clr|3|j.H}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435349GBVSR/Gran2024-01-01T23:23:53Z<p>Gamedefier: /* {{clr|2|j.M}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435347GBVSR/Gran2024-01-01T23:20:01Z<p>Gamedefier: /* {{clr|1|j.L}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
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 {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435326GBVSR/Gran2024-01-01T22:18:49Z<p>Gamedefier: /* {{clr|3|66H}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal. Has active frames from startup until it hits the ground.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
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 {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=434612GBVSR/Gran2023-12-30T12:28:49Z<p>Gamedefier: /* {{clr|2|66M}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=*Crumple on hit.<br />
*+11 on hit if opponent is crouching.<br />
*Causes knockdown on airborne opponents.<br />
<br />
[[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal. Has active frames from startup until it hits the ground.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
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 {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=434610GBVSR/Gran2023-12-30T12:07:37Z<p>Gamedefier: /* {{clr|1|66L}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=Gran lunges forward and slashes at the feet. Good mixup tool in neutral. <br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=*Crumple on hit.<br />
*+11 on hit if opponent is crouching.<br />
*Causes knockdown on airborne opponents.<br />
<br />
[[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal. Has active frames from startup until it hits the ground.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
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 {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefierhttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=434608GBVSR/Gran2023-12-30T11:44:44Z<p>Gamedefier: /* {{clr|2|2M}} */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}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 {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
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.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded.<br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''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.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''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.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}}, is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
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 {{clr|M|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.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description= 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 {{clr|2|c.M}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Standing: {{clr|L|c.L}}, {{clr|L|2L}}, {{clr|L|f.L}}, {{clr|M|c.M}}, {{clr|M|2M<sup>[ch]</sup>}}, {{clr|U|2U<sup>[ch]</sup>}}, {{clr|M|f.M<sup>[ch]</sup>}}, {{clr|H|c.H<sup>[ch]</sup>}} <br />
* Crouching: {{clr|M|2M}}, {{clr|U|2U}}, {{clr|M|f.M}}, {{clr|M|f.H<sup>[ch]</sup>}} <br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=Gran lunges forward and slashes at the feet. Good mixup tool in neutral. <br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=*Crumple on hit.<br />
*+11 on hit if opponent is crouching.<br />
*Causes knockdown on airborne opponents.<br />
<br />
[[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal. Has active frames from startup until it hits the ground.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
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 {{clr|4|j.U}}, but it's good to know that it's there.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Gran's {{clr|4|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
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.<br />
<br />
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 {{clr|4|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 {{clr|4|5U}} or cancel it like normal.<br />
<br />
In combos, it can be used in some corner combos if an opponent is high enough after {{clr|3|5H}} or {{clr|3|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.<br />
<br />
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
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.<br />
<br />
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.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|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.<br />
<br />
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 {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
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 {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
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.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
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. <br />
----<br />
;{{clr|1|623L}} <br />
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.<br />
<br />
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.<br />
----<br />
;{{clr|2|623M}} <br />
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. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
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.<br />
<br />
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. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
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. <br />
<br />
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. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|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. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
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. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
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. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. 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.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>Gamedefier