GBVS/Gran

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GBVS Gran Nameplate.png
GBVS Gran Portrait.png
Health 10000
Prejump 4f
Backdash 22f
Movement Options Jump, Dash Type: ??


Overview[edit]

Gran is a well-rounded character who has many tools associated with the common "shoto" archetype. While predictable, his solid arsenal of special moves constantly keep his opponents in check. From projectile, reversal uppercuts to fast approach move, player can punish misplay in many situations and reap great reward by relying on strong fundamental game-plan.

"I'll cross these boundless skies, to the place you promised- I'll find you no matter what, Dad."
Lore: This hero's adventure began when he received a letter from his father asking him to come to the Island of the Astrals, Estalucia. Now he travels the skies with his flying lizard-like buddy, Vyrn, and the mysterious blue-haired girl who saved his life by linking it with her own, Lyria.

Honest to a fault, he'll come to the aid of anyone who needs his assistance. Although his swordplay is rough and self-taught, he possesses the power to overcome any obstacle—thanks in no small part to Lyria's assistance.

Playstyle
GBVS Gran Icon.png Gran is a well rounded character with many solid tools.
Pros Cons
  • Simple gameplan and a well rounded set of tools
  • Projectiles and strong normals allow him to play effectively at any range
  • Strong corner carry
  • Rising Sword is both a strong anti-air and an invulnerable move for escaping pressure
  • H Reginleiv is plus on block and has very little pushback, making it a very powerful pressure tool.
  • Can quickly close in on his opponent with Override Surge
  • Good damage
  • Level 5 Power Raise is an amazing frame trap, thanks to its invincibility.
  • Getting Power Raise to Level 5 requires sacrificing oki or risking punishment in neutral



Normal Moves[edit]

Ground Normals[edit]

c.L[edit]
c.L
GBVS Gran cL.png
He does a lot of punching for a swordsman.
Damage Guard Startup Active Recovery On Block On Hit
- - 5 - - +3 +7
c.M[edit]
c.M
GBVS Gran cM.png
Gran remembers he has a sword
Damage Guard Startup Active Recovery On Block On Hit
- - 6 - - +2 +6

Very solid pressure button, as it is able to link into itself for easy confirms. Can be linked twice at point blank before being pushed out of proximity normal range.


c.H[edit]
c.H
GBVS Gran cH.png
Only one chop required.
Damage Guard Startup Active Recovery On Block On Hit
- - 8 - - -3 +1
Auto Combo[edit]
Auto Combo
GBVS Gran cXX.png
My fists hurt so lets use a knee
GBVS Gran cXXX.png
Version Damage Guard Startup Active Recovery On Block On Hit
XX - - - - - -3 +1
XXX - - - - - -5 -1

The second hit of Gran's autocombo is actually really good in a clash. Because it leaves him airborne, he can cancel into his j.L, which will definitely be faster than the opponent's next autocombo normal.

Because of his speed, the second hit of Gran's autocombo can also be used as a soft reset point. While pausing here isn't safe, you are left close enough to your opponent to go into a low, throw, or overhead mixup if you're willing to take the risk that your opponent is mashing here or buffering DP. You can also use this point in the autocombo to stop and block(to bait a DP) or insert your own DP here to punish mashers. Against stronger or more paitent players, this point can also be used to transition into 2A pressure.

f.L[edit]
f.L
GBVS Gran fL.png
Get your stretches in
Damage Guard Startup Active Recovery On Block On Hit
- - 5 - - -3 +1
f.M[edit]
f.M
GBVS Gran fM.png
The perfect slice
Damage Guard Startup Active Recovery On Block On Hit
- - 8 - - -6 -2
f.H[edit]
f.H
GBVS Gran fH.png
Spin to win
Damage Guard Startup Active Recovery On Block On Hit
- - 10 - - -9 -5
2L[edit]
2L
GBVS Gran 2L.png
DANGER FOOT
Damage Guard Startup Active Recovery On Block On Hit
- - 6 - - +2 +6
2M[edit]
2M
GBVS Gran 2M.png
T-Pose to assert dominance
Damage Guard Startup Active Recovery On Block On Hit
- - 7 - - +1 +5

Good poke and common combo tool. Part of the hitconfirm string 2L>c.L>2M to any special you want.


2H[edit]
2H
GBVS Gran 2H.png
Time to do that combo I saw on twitter
Damage Guard Startup Active Recovery On Block On Hit
- - 9 - - -13 -9

Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff 214A>2H>214B is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route. Also has great application in corner combos due to its hitstun.


2U[edit]
2U
GBVS Gran 2U.png
Introducing Gran's EX3 class: the Breakdancer
Damage Guard Startup Active Recovery On Block On Hit
- - 7 - - -5 -

Gran's sweep is very fast and very evasive. It goes under a lot more things than even it's animation would suggest. Sets up for a safejump on its own and after combos.


Air Normals[edit]

j.L[edit]
j.L
GBVS Gran jL.png
Damage Guard Startup Active Recovery On Block On Hit
- - 5 - - - -
j.M[edit]
j.M
GBVS Gran jM.png
Damage Guard Startup Active Recovery On Block On Hit
- - 6 - - - -

Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning.


j.H[edit]
j.H
GBVS Gran jH.png
Damage Guard Startup Active Recovery On Block On Hit
- - 7 - - - -

Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.


j.U[edit]
j.U
GBVS Gran jU.png
Damage Guard Startup Active Recovery On Block On Hit
- - 12 - - - -

Gran's j.U is a ridiculous jump-in and crossup attack. It hits all around him, so you can use it when jumping in at any angle.

Unique Action[edit]

Power Raise[edit]
Power Raise
5U
GBVS Gran PowerRaise.png
Damage Guard Startup Active Recovery On Block On Hit
- - 22 - - -5 -

A chargable slash attack. Can be charged up to five levels and gains invulnerability at level five. Each level will also increase in damage and range. It's also a decent pressure tool as it's 0 on block when spaced at the tip and also pulls Gran's hurtbox back a bit.

Level 5 will cause a wallbounce in the corner allowing for combo extensions.

Can be used in some corner combos if an opponent is high enough after 2H.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Gran Throw.png
Baby's first mixup
Damage Guard Startup Active Recovery On Block On Hit
- - 8 - - - -
Air Throw[edit]
Air Throw
GBVS Gran AirThrow.png
The sky is mine, thanks.
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
Overhead Attack[edit]
Overhead Attack
GBVS Gran OverheadAttack.png
Baby's second mixup
Damage Guard Startup Active Recovery On Block On Hit
- - 26 - - -1 +1

Special Moves[edit]

Reginleiv[edit]
Reginleiv
236X or S
GBVS Gran Reginleiv.png
Certified shoto move
Version Damage Guard Startup Active Recovery On Block On Hit
L - - 15 - - -7 -3
M - - 13 - - -4 0
H - - 15 - - +6 -

Projectile. Gran's traditional fireball.

  • L version - It's a fireball, and not a bad one at that.
  • M version - Slashes upward before shooting a projectile. The first slash cancels out projectiles and is a better blockstring ender in the corner.
  • H version - A grown man 3-hit fireball. Use it to win fireball wars since it eats projectiles for you. Or to apply pressure in the corner as the fireball deals no pushback when you attack.
Rising Sword[edit]
Rising Sword
623X or 6S
GBVS Gran RagingSword.png
Rise Up
Version Damage Guard Startup Active Recovery On Block On Hit
L - - 7 - - -17 -
M - - 7 - - -26 -
H - - 7 - - -26 -

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.

  • Cooldown Time: L/M: 20f technical, 200f shortcut / H: 480f technical, 600f shortcut
  • L Version: Air unblockable during the early active frames. Technically the least unsafe on block and can be difficult to punish at far ranges due to the pushback and shorter recovery than the other versions, but don't count on it.
  • M Version: Standard non-H combo ender for damage. Also air unblockable during the early active frames.
  • H Version: Double the uppercuts. Hard knockdown. There is a small gap in-between the two strikes, but the entire first strike is air unblockable.


Override Surge[edit]
Override Surge
214X or 4/2S
GBVS Gran OverrideSurge.png
May I introduce you to MY FOOT.
Version Damage Guard Startup Active Recovery On Block On Hit
L - - 13 - - -6 -2
M - - 16 - - -10 -
H - - 13 - - -8 -

Advancing move. Estimated cooldown 8 seconds.

  • L version is a slash that has short recovery when blocked. It can be followed up by an additional attack, that being 214M.
  • M and H version Performs a kick attack. It's unsafe when point blank, but it can be spaced to be safe and even plus if it hits at the very tip of Gran's boot.

Skybound Art[edit]

Tempest Blade[edit]
Tempest Blade
236236H or 236S
GBVS Gran TempestBlade.png
I am the anime protaganist
Damage Guard Startup Active Recovery On Block On Hit
- - 6+5 - - -13 -

Metered advancing invulnerable move. Deals big damage but has a short reach. Try using it when you're close to your opponent.

Super Skybound Art[edit]

Catastrophe[edit]
Catastrophe
236236U or 236S+U
GBVS Gran Catastrophe.png
GBVS Gran Catastrophe2.png
No skyfarers are killed during this fight.
Damage Guard Startup Active Recovery On Block On Hit
- - 8+5 - - -3 -

Invulnerable projectile move. Will be followed by a massive blast by the summoned Proto Bahamut after a successful close-range hit.

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Gran/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Granblue Fantasy Versuse
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc