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Overview
Grappler, unsurprisingly, acts as this game's resident grappler character who dominates the close-range with an assortment of powerful grabs, excellent pressure, high damage, and incredible MP efficiency.
Offense is where Grappler shines the most, since once he gets in his opponent's face he can apply a ferocious Mix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. with his powerful 5S and 214M Command ThrowA throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.s, his low-hitting 5AA and 2B, and his plus-on-block 6S. In addition, both his strikes and his throws lead to high damage and suffocating OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. that allow him to repeat his mixup game until he knocks out his opponent. Finally, his many Hyper ArmorAn attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D). attacks allow him to counter and punish Guard Cancel and various invulnerableA state where a character cannot be hit. A common component of reversal moves. attacks in ways other characters cannot. It cannot be overstated just how powerful Grappler is once he gets in his opponent's face.
To balance out his offensive upsides, Grappler has some weaknesses in both neutral and on defense. His buttons are rather small and he has a slow movement speed, making it both difficult to approach the opponent as well as difficult to keep the opponent out. However, he is by no means helpless in neutral, as his Hyper Armor attacks and 623M let him counter many large buttons and his powerful 4S Anti-AirA grounded attack that hits the opponent out of the air lets him snipe opponents who recklessly jump at him. Do note that his Hyper Armor does not work against low attacks. Instead, he must rely on jumping and rolling to bypass low-hitting pokes.
As for his defense, Grappler is one of the few characters who lack an InvulnerableA state where a character cannot be hit. A common component of reversal moves. Reversal. Instead, he has a 623M CounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. that loses to lows, throws, and projectiles. The counter is frame 1, meaning it will catch MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attacks and tight Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s as well. In addition, his AbareAn attack during the opponent's pressure, intended to interrupt it. options and Guard Cancel have poor range, making it difficult for him to contest spaced pressure. As a result, Grappler has to be more patient than most characters on defense and more carefully choose when to contest.
However, neither of these weaknesses keep Grappler from being an absolute powerhouse, since a correct option in both neutral and defense allows Grappler to start his devastating offense. It may be a struggle at times to land that first hit, but once he does, he becomes an absolute monster.
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Health |
1100 |
Guard Gauge |
1050 |
MP Regen Rate |
18 /second |
Prejump |
4fF |
Backdash |
Fastest Attack |
2A (6F) |
Reversals |
2M (Counter) |
Grappler is classified as a Grabs type. He specializes in close-range grab moves, characterized by the ability to change move effects by charging them.
- Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
- Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
- Armored Attacks: Grappler has access to Super Armor moves to push through attacks and punish the opponent, forcing them to reconsider their gameplan in neutral.
- Excellent MP Efficiency: Grappler's low MP usage, long attack animations, and incredibly fast natural MP recovery speed allow him to more freely spend MP for both offense and defense.
- Awakening Comeback: Grappler's Gold Cube Awakening passive enhances his neutral, damage, and offense, forcing opponents to play around it or risk dying from even the smallest opening.
- Limited Approach: Grappler's slow movement speed and lack of versatile approach tools makes it more difficult to approach the opponent. He especially struggles against zoner playstyles.
- Stubby Buttons: Grappler's buttons have short range, making it difficult to keep the opponent out, contest spaced pressure, and space out the opponent's defensive options.
- Exploitable Defense: With a counter that loses to lows, projectiles, and throws, it's easy to put Grappler into situations that would otherwise be escapable with a traditional reversal. His Guard Cancel is also the shortest in the game, making him more vulnerable to midrange blockstrings.
- Vunerable to Dodge: Notable gaps in Grappler's pressure make it easier for opponents to escape with Dodge, not helped by the fact that Grappler's lack of range makes it challenging to punish these attempts even when he sees it coming.
Unique Mechanics
Normal Moves
5A
Fast and hits crouching. Being -2 OB means that it's useful for tick throwing, primarily when used with 4M.
- Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5AA, 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 | 40 | 1 | 1 |
5AA
This low hit lets Grappler demand respect from his 5A. Due to backdashes only being Throw Invulnerable and jumps having decent startup, doing delayed cancels into 5AA is a good way to catch an opponent in startup and score a new knockdown. Has unusually long hitstun, giving ample time to do delayed hitconfirms into 5B for combos or pressure.
- Usually whiffs if 5A air hits.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -1 | 60 | 1 | 2 |
5B
The starter. With low pushback on hit and great scaling, 5B is Grappler's key to massive damage and looping okizeme. At max range moves such as 2[S]~Release, 5M~6, and 6M will connect depending on your execution and available resources. Safe on block, potentionally letting you reset pressure or tick throw.
- Can anti-air low opponents.
- +1 on hit.
- Heavily scales juggles.
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +1 | 80 | 3 | 2 |
2A
Grappler's fastest button. Useful for tight frame-traps after Neck Snap or mashing out of pressure. Always confirms into 5B and 2B.
- Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +1 | 40 | 1 | 1 |
2B
Generous hitbox and good damage. Very commonly used to set up 4S at the end of combos. Long recovery, so its use in neutral should be complimented by 5B. Hard knockdown on counter hit and can be combo'ed into 5[MS]
- Doesn't scale juggles as much as 5B.
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | Launch | 80 | 3 | 2 |
j.A
Fast air-to-air that works best while rising.
- Causes fast air tech if not cancelled into j.B.
- Fastest air attack.
Cancel Options: j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 40 | 1 | 1 |
j.B
Decent jump-in with less vertical range than j.S but also allows for a combo on hit. This is an important button for Grappler as it is used to perform Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. set-ups that can help him maintain his offensive. It can also be used as a crossup button.
- Opponent can tech before hitting the ground on air hit.
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | - | 80 | 3 | 2 |
Universal Mechanics
Throw
A+B
Grappler's command throws are much more useful than his normal throw, as the normal throw sends the opponent back to neutral and only leaves Grappler +2 on hit. However, it's much safer on whiff, so is useful for closing out a round against an opponent low on life.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) |
Dodge
6G
- DNFD Grappler 6G.png
- DNFD Grappler 6G Hitbox.png
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- DNFD Grappler 6G.png
- DNFD Grappler 6G Hitbox.png
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
Since it uses the animation of uncharged 2SGuardMidStartup14RecoveryAdvantage-12, its horizontal range is severely lacking. However, considering Grappler's high health and Mana Regen rate, the move is, if nothing else, often available.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +14 (HKD) | 0 | 3 |
Skills
Fling
5S (Hold OK) Throw property attack. Cannot be guarded
Forces hard knockdown when charged
Gains 3 hits of super armor against all strikes except lows and awakening attacks when charged
- Both Versions
The only command grab Grappler has without spending MP, but it's certainly good. This grab be used in combos but isn't recommended, as Grappler has other more useful tools.
- Whiffs on airborne opponents, even in hitstun.
- Can hit crouching opponents.
- Uncharged
This version can be used in tick throws with proper timing, it is one of grapplers core grabs as it costs no meter to do. If Grappler would like to save meter for later in the round he can use this move to tick throw from 2A instead of 214M.
- Charged
This version has 3 hits of super armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). Unlike 214MGuardThrow (250)Startup7Recovery36Advantage-, it can grab extended enemy hurtboxes, meaning Grappler can use the armored version to counterpoke certain moves for a full combo.
- Armor starts on frame 8.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 30% | ||||
5[S] | 75% |
High Kick
2S (Hold OK) Gains 3 hits of super armor against all strikes except lows and awakening attacks when charged
- Both Versions
Useful as an anti-air, letting Grappler dominate the ground game. Arguably his best combo extender. Unsafe on block if not canceled into an MP Skill, so confirming into it is important.
Cancel Options: 6S, 4S, MP Skills
- Uncharged
Much more unsafe than charged version due to low pushback and less frame advantage on block.
- Charged
This version launches higher and has 3 hits of super armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). It's harder to punish due to it having lots of pushback on block.
- Armor starts on frame 9.
- Also lunges forward.
- Perfect Charged Release
2[S] can be released early while still getting the Charged version, allowing it to combo in a variety of situations where it typically wouldn't work. Most commonly it allows 5B to combo into 2[S] that normally only works on Counter Hit, giving Grappler access extremely high damage combos on normal hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
2S | 80% | ||||
2[S] | 80% |
Neck Snap
6S (Hold OK) Forces hard knockdown when charged
- Both Versions
A great pressure tool that forces the opponent to take risks due to the low amount of startup and looping plus frames. However, it can be rolled through mid blockstring unless true blockstringed into from 5B, which will create pushback and stop Grappler's looping offense.
Cancel Options: MP Skills
- Uncharged
This version is already plus enough and frametraps with 2A. On hit, this move leads to a 5A combo.
- +8 on hit.
- Charged
This version allows Grappler to follow up with true blockstrings or uninterruptible tick throws, he also gains access to unique ground routes. This move is an incredible combo starter, but typically only available as a DP punish.
- +31 on hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 80%, 90% | +8 | |||
6[S] | 90%, 100% | +31 |
Air Steiner
4S (Hold OK) Inflicts hard knockdown on hit
- Both Versions
An Anti-AirA grounded attack that hits the opponent out of the air hitgrab that works well as a combo ender. Despite its implied use, Air Steiner still connects against grounded opponents.
- Uncharged
This version is Grapplers main combo ender, due to it giving him respectable oki. It gives him enough time to choose if he wants to meaty or throw.
- Charged
This version causes a ground bounce which allows for a follow-up juggle or gives enough time to OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
- Perfect Charged Release
More difficult than 2[S] Release, but lets 4[S] connect in situations that it typically wouldn't work. Most commonly to give Grappler access to a charged 2[S] off of starters he normally would not get them off of, such as 5AA > 5B.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
4S | 90%, 80% | ||||
4[S] | 90%, 80% |
Slam Kick
j.S (Hold OK) Overhead attack. Must be guarded standing
Inflicts hard knockdown on hit
- Both Versions
Grappler's best jump-in due to its hard knockdown and range. Also used as a combo extender from 4S
Cancel Options: j.M
- Uncharged
Mostly used as Grapplers prime jump-in button. Ground bounces on hit, allowing you to combo afterwards depending on height.
- Charged
This version ground bounces on hit, allowing for a follow-up juggle or time to OTG. If Grappler charges while falling, Slam Kick won't come out, letting him set up empty lows on unaware opponents. This also partially hits behind Grappler which can be useful for crossup situations or jumping over and punishing DPs that only hit in a forward direction such as Vanguard's Lunge Strike
GuardMidStartup13RecoveryAdvantage-40 or
Dragon Knight's Dragon Smash
GuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49
- If released before finished charging, uncharged Slam Kick will come out immediately.
- Spacing determines if it's punishable on block or not.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.S | 80% | ||||
j.[S] | 80% |
MP Skills
Magnumsault
5M Can hit a knocked down opponent off the ground
- Both Versions
Grappler's OTG attack and a staple in his combos. After inputting it, pressing forward will cause Grappler to leap much farther than normal.
- Hits on the way down for extra damage.
- Uncharged
This version is a combo ender without Conversion. Getting a counter hit on an airborne opponent will leave them in the air long enough to combo into 2A
- Combos directly into AS.
- Charged
- This version launches higher than the uncharged version and allows for a follow-up juggle.
- Can cancel into other MP Skills (even on whiff) during Gold Cube Awakening.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%, 70% | ||||
5[M] | 90%×2 |
Seismic Crash
2M (Hold OK) or 623M (Hold OK) Inflicts hard knockdown on hit
Counters moves that are not projectiles, throws, or lows
Grappler's "DP", which is a CounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. that catches strikes but loses to projectiles, throws, and lows. Holding the button keeps the counter active longer, letting it parry slightly delayed attacks but making it even easier to punish if the enemy doesn't fall for it. It vacuums from anywhere so long as they hit the active counter, but due to its vulnerability on the defense, it's usually better to try and Guard Cancel instead of risking Seismic Crash losing to the opponent's lows.
Outside of Gold Cube Awakening, Seismic Crash shines most as a callout move against characters with bigger pokes, such as Vanguard or Swift Master.
Thanks to Grappler's Gold Cube Awakening passive, this move is especially useful to cancel into on whiffed MP Skills, allowing Grappler to potentially cover his recovery or even deter an opponent from trying to punish a whiffed Seismic Crash attempt by cancelling its own recovery into another MP skill.
- On hit, leads to an auto-timed Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. by holding 9 and meatying with j.B
- If Seismic Crash successfully parries an attack without following up (such as against invincible attacks), Grappler recovers very quickly, allowing him to block additional attacks or start a punish.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90% |
Shoulder Tackle
6M (Hold OK) or 236M (Hold OK) Temporarily invincible against projectile property attacks
Forces hard knockdown when charged
Gains 3 hits of super armor against all strikes except lows and awakening attacks when charged
- Both Versions
Forward advancing tackle. One of Grappler's main ways to take screen space.
- The later Shoulder Tackle hits, the more plus it is.
- Useful in combos for the additional corner carry at the cost of lower damage.
- Has projectile immunity.
- Uncharged
- This version ends with a soft knockdown on regular hit and a hard knockdown on counter hit. In both cases on hit, the opponent is launched into the air long enough to potentially combo afterwards either with conversion or the corner.
- Charged
- This version has 3 hits of super armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws), ends with a hard knockdown, and wall-bounces on counter hit, allowing an OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5[M] followup.
- Can cancel into other MP Skills (even on whiff) during Gold Cube Awakening.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 80% | ||||
236[M] | 80% |
Break Down
4M (Hold OK) or 214M (Hold OK) Throw property attack. Cannot be guarded
Inflicts hard knockdown on hit
Temporarily invincible against throws
- Both Versions
A powerful command grab. Unlike Low Fling, Break Down connects against airborne opponents in hitstun, letting it see use in low anti-air confirms.
- Whiffs against low profile attacks
- Uncharged
Very useful in tick throws with 5A to push threatening RPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. combined with delay 5AA.
- Charged
This version does more damage and is more plus on KD, allowing for stronger okizeme or a weak 5M OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup to close rounds.
- Grappler can get an easy Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. after landing this attack by whiffing a 2A then following up with a forward jump into j.B. This avoids every reversal while also catching rolls and parries.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 60% | ||||
214[M] | 60% |
Aerial Break Down
j.M (Hold OK) Throw property attack. Cannot be guarded
Inflicts hard knockdown on hit
- Both Versions
- Can grab both grounded and airborne opponents, including during backdash and prejump frames, but can't grab crouchers.
- Can be canceled into from Charged MP Skills (even on whiff) during Gold Cube Awakening.
- Uncharged
This is used mainly as a combo ender and mixup tool in conjunction with other jump-ins such as j.S. Also grants a long enough knockdown to do the mixup all over again.
- Charged
This version is a devastating combo starter and extender, particularly with access to Conversion. The longer knockdown compared to the uncharged version allows for both stronger okizeme as well as 5[M] OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup to continue combos.
- Grappler can get an easy Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. following this move by whiffing a normal throw as soon as he recovers and then doing a forward jump into j.B. This will catch roll and parry startup as well.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.M | 60% | ||||
j.[M] | 80% |
Awakening Moves
Sole Bearer: Quaking Tiger
AS Throw property attack. Cannot be guarded
A great combo ender that lets Grappler top off his devastating attacks to close a round. It can connect against airborne or knocked down opponents, meaning it works after 4S.
- Holding
will pull the opponent towards Grappler, unless they've been sent flying (i.e. Shoulder Tackle). Releasing will activate it.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
Male Fighter (DFO) |
