Difference between revisions of "GBVS/Gran"

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{{infoGBVS
+
{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Gran|discord=https://discord.gg/VJPFMpK}}
| fullname = Gran
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
| image = GBVS Gran Portrait.png
+
{{FlexContainer}}
| health = {{#lst:GBVS/Gran/Data|health}}
+
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
| prejump = {{#lst:GBVS/Gran/Data|prejump}}
+
{{FP Box
| backdash = {{#lst:GBVS/Gran/Data|backdash}}
+
|header=Overview
| movement = {{#lst:GBVS/Gran/Data|movement}}
+
|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.}}, {{Tt|DP|Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well and get rewarding punishes.
}}
 
 
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
 
</div>
 
== Overview ==
 
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.
 
 
{{Bio
 
{{Bio
 
| name = Gran
 
| name = Gran
Line 19: Line 12:
 
| 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.<br>
 
| 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.<br>
 
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.
 
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.
 +
| voice = English: Kyle McCarley/Japanese: Yuuki Ono
 
}}
 
}}
 
{{StrengthsAndWeaknesses
 
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Gran}} is a well rounded character with many solid tools.
+
| intro = {{Character Label|GBVS|Gran}} is a well-rounded character with many solid tools.
 
| pros =  
 
| pros =  
* Simple gameplan and a well rounded set of tools
+
* Simple moveset.
* Projectiles and strong normals allow him to play effectively at any range
+
* High average damage and even higher damage with counter hits.
* Strong corner carry
+
* Projectiles and strong normals allow him to play effectively at any range.
* Rising Sword is both a strong anti-air and an invulnerable move for escaping pressure
+
* Strong corner carry.
* H Reginleiv is plus on block and has very little pushback, making it a very powerful pressure tool.  
+
* [[GBVS/Gran#Rising Sword|Rising Sword]] is both a strong anti-air and an invulnerable move for escaping pressure.
* Can quickly close in on his opponent with Override Surge
+
* [[GBVS/Gran#Reginleiv|H Reginleiv]] is plus on block and has very little pushback, making it a very powerful pressure tool.  
* Good damage
+
* [[GBVS/Gran#Overdrive Surge|M Overdrive Surge]] is a fantastic move to close the distance on an opponent that can be made safe or even plus if spaced properly.
* Level 5 Power Raise is an amazing frame trap, thanks to its invincibility.  
+
* Level 5 [[GBVS/Gran#Unique Action|Power Raise]] is an amazing frame trap, thanks to its invincibility.  
 
| cons =
 
| cons =
* Getting Power Raise to Level 5 requires sacrificing oki or risking punishment in neutral
+
* His far-reaching normals are highly committal due to some of them being negative on block. 
 +
* Getting ''Power Raise'' to Level 5 requires the player to be properly positioned due to its long startup and may require sacrificing oki on a knockdown.
 +
}}
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=GBVS
 +
| fullname=Gran
 +
| nameplate=yes
 +
| health = {{#lst:{{PAGENAME}}/Data|health}}
 +
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}}
 +
| colors=yes
 +
}}
 
}}
 
}}
{{#lst:GBVS/Gran/Data|Links}}
+
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
  
 
== Normal Moves==
 
== Normal Moves==
 
===Ground Normals===
 
===Ground Normals===
======<font style="visibility:hidden" size="0">2L</font>======
+
======<span style="visibility:hidden;font-size:0">c.L</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_cL.png| caption=He really does a lot of punching for a swordsman.
+
|image=GBVS_Gran_cL.png |caption=Assert your protag pressure with a backfist.
|name=c.L
+
|name={{clr|1|c.L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|c.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Gran's fastest button for pressure, great for frame traps and tick throws. It can link into {{clr|3|c.M}} on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">2M</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">c.M</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_cM.png
+
|image=GBVS_Gran_cM.png |caption=Gran remembers he has a sword
|name=c.M
+
|name={{clr|3|c.M}}
 
|input=
 
|input=
|caption= Gran remembers he has a sword
 
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|c.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">2H</font>======
+
======<span style="visibility:hidden;font-size:0">c.H</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_cH.png
+
|image=GBVS_Gran_cH.png |caption= Only one chop required. 
|name=c.H
+
|name={{clr|4|c.H}}
 
|input=
 
|input=
 
|data=
 
|data=
|caption= Only one chop required. 
 
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|c.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, allowing for a high damage combo in the corner. Has large active frames, so can be meatied late for plus frames on oki.
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
======<font style="visibility:hidden" size="0">Auto Combo</font>======
 
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_cXX.png |caption=
+
|image=GBVS_Gran_cXX.png |caption=My fists hurt so lets use a knee
|image2=GBVS_Gran_cXXX.png |caption2=
+
|image2=GBVS_Gran_cXXX.png |caption2=  
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
 +
[[File:GBVS_Gran_5XXX.gif|275px]]
 +
Example using {{clr|1|5L}} string.
 +
</div>
 
|name=Auto Combo
 
|name=Auto Combo
 
|input=
 
|input=
 
|data=
 
|data=
|caption= My fists hurt so lets use a knee
 
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=XX}}
 
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Gran/Data|c.XX}}
+
{{#lst:{{PAGENAME}}/Data|c.XX}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=XXX}}
 
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Gran/Data|c.XXX}}
+
{{#lst:{{PAGENAME}}/Data|c.XXX}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
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.
+
Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > {{clr|1|j.L}}, but this is slower than c.XX > c.XXX.
 
 
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.  
 
 
 
  
 +
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 {{clr|1|2L}} pressure.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">f.L</font>======
+
======<span style="visibility:hidden;font-size:0">f.L</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_fL.png
+
|image=GBVS_Gran_fL.png |caption= Get your stretches in
|name=f.L
+
|name={{clr|1|f.L}}
|caption= Get your stretches in
 
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|f.L}}
+
{{#lst:{{PAGENAME}}/Data|f.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into {{clr|1|214L}}>214M to round out a punish, but the cancel window is fairly tight.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">f.M</font>======
+
======<span style="visibility:hidden;font-size:0">f.M</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_fM.png
+
|image=GBVS_Gran_fM.png |caption= The perfect slice
|name=f.M
+
|name={{clr|3|f.M}}
 
|input=
 
|input=
|caption= The perfect slice
 
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|f.M}}
+
{{#lst:{{PAGENAME}}/Data|f.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= His go to poke. Has the farthest reach of his normals and reaches far for its speed.
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">f.H</span>======
======<font style="visibility:hidden" size="0">f.H</font>======
 
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_fH.png
+
|image=GBVS_Gran_fH.png |caption=Spin to win
|name=f.H
+
|name={{clr|4|f.H}}
 
|input=
 
|input=
|caption=Spin to win
 
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|f.H}}
+
{{#lst:{{PAGENAME}}/Data|f.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= Has slightly less range than his {{clr|3|f.M}}, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">2L</span>======
======<font style="visibility:hidden" size="0">2L</font>======
 
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_2L.png
+
|image=GBVS_Gran_2L.png |caption= DANGER FOOT
|name=2L
+
|name={{clr|1|2L}}
 
|input=
 
|input=
|caption= The other danger boot
 
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and {{clr|3|c.M}}. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into {{clr|1|214L}}>214M for knockdown
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">2M</span>======
======<font style="visibility:hidden" size="0">2M</font>======
 
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_2M.png
+
|image=GBVS_Gran_2M.png |caption=T-Pose to assert dominance
|name=2M
+
|name={{clr|3|2M}}
|caption=T-Pose to assert dominace
 
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Good poke and common combo tool. +1 on block, making it a decent choice to use post {{clr|3|c.M}} nerf as a pressure tool.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">2H</font>======
+
======<span style="visibility:hidden;font-size:0">2H</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_2H.png|caption=Time to do that combo I saw on twitter
+
|image=GBVS_Gran_2H.png |caption=Time to do that combo I saw on twitter
|name=2H
+
|name={{clr|4|2H}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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 {{clr|1|214L}}>{{clr|4|2H}}>{{clr|3|214M}} 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.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">2U</font>======
+
======<span style="visibility:hidden;font-size:0">2U</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_2U.png |caption=Introducing Gran's EX3 class: the Breakdancer
+
|image=GBVS_Gran_2U.png |caption=Introducing Gran's EX3 class: the Breakdancer
|name=2U
+
|name={{clr|2|2U}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|2U}}
+
{{#lst:{{PAGENAME}}/Data|2U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Gran's sweep is very fast and very evasive. It goes under a lot more things than even it's animation would suggest.
+
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. {{clr|2|2U}} > SSBA is safe on block up close (or after a dash), making it a safe poke into 5k damage. Make sure you're close, because if you're a little too far away the SSBA can be dodged and you're going to get punished hard.
 
}}
 
}}
 
}}
 
}}
 
 
===Air Normals===
 
===Air Normals===
======<font style="visibility:hidden" size="0">j.L</font>======
+
======<span style="visibility:hidden;font-size:0">j.L</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_jL.png
+
|image=GBVS_Gran_jL.png   |caption=I love that move from Tony Hawk
|name=j.L
+
|name={{clr|1|j.L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Gran's fastest air normal. Has active frames from startup until it hits the ground.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.M</font>======
+
======<span style="visibility:hidden;font-size:0">j.M</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_jM.png
+
|image=GBVS_Gran_jM.png |caption=Dab on the haters
|name=j.M
+
|name={{clr|3|j.M}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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|2|j.U}}, but it's good to know that it's there.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.H</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">j.H</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Gran_jH.png
 
|image=GBVS_Gran_jH.png
|name=j.H
+
|name={{clr|4|j.H}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.U</font>======
+
======<span style="visibility:hidden;font-size:0">j.U</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_jU.png
+
|image=GBVS_Gran_jU.png |caption=Try to block this
|name=j.U
+
|name={{clr|2|j.U}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|j.U}}
+
{{#lst:{{PAGENAME}}/Data|j.U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
Gran's {{clr|2|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. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.
 
}}
 
}}
 
}}
 
}}
  
 
== Unique Action ==
 
== Unique Action ==
======<font style="visibility:hidden" size="0">Power Raise</font>======
+
======<span style="visibility:hidden;font-size:0">Power Raise</span>======
 
{{MoveData
 
{{MoveData
 
 
|name=Power Raise
 
|name=Power Raise
|input=5U
+
|input={{clr|2|5U}}
 
|image=GBVS_Gran_PowerRaise.png |caption=  
 
|image=GBVS_Gran_PowerRaise.png |caption=  
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
 +
[[File:GBVS_Gran_5U.gif|300px]]
 +
''Examples of Power Raise levels. Released upon Lv. 5.''
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|5U}}
+
{{#lst:{{PAGENAME}}/Data|5U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
A chargable slash attack.
+
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.
Can be charged up to five levels and gains invulnerability at level five.
+
 
 +
Charge can be cancelled with L/M/H. Level is stored and resumes charging from the same level when using {{clr|2|5U}} again. Gran will auto cancel charge after Level 5, and once he's at Level 5, he can still delay the attack by holding {{clr|2|5U}} or cancel it like normal.
  
Level 5 will cause a wallbounce in the corner allowing for combo extensions.  
+
Level 4 and 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.
+
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.
  
 +
Can be used in some corner combos if an opponent is high enough after {{clr|4|2H}}. 
 
}}
 
}}
 
}}
 
}}
  
 
==Universal Mechanics==
 
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
+
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_Throw.png |caption=
+
|image=GBVS_Gran_Throw.png |caption= Baby's first mixup
 +
|image2=GBVS_Gran_BackThrow.png |caption2=
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=
 
|input=
 
|data=
 
|data=
|caption= Baby's first mixup
 
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|LU}}
+
{{#lst:{{PAGENAME}}/Data|LU}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text=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.
 +
 
 +
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.
 +
 
 +
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|3|c.M}}, and {{clr|3|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.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">Air Throw</font>======
+
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_AirThrow.png |caption=  
+
|image=GBVS_Gran_AirThrow.png |caption= The sky is mine, thanks.
 
|name=Air Throw
 
|name=Air Throw
 
|input=
 
|input=
Line 312: Line 333:
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|j.LU}}
+
{{#lst:{{PAGENAME}}/Data|j.LU}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
 
 
{{MoveData
 
{{MoveData
|image=GBVS_Gran_OverheadAttack.png |caption=
+
|image=GBVS_Gran_OverheadAttack.png |caption= Baby's second mixup
 
|name=Overhead Attack
 
|name=Overhead Attack
 
|input=
 
|input=
Line 326: Line 346:
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|MH}}
+
{{#lst:{{PAGENAME}}/Data|MH}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Gran gets really good reward off of CH Overhead in the corner due to his explosive corner damage, enough to end the round from half health with all specials and super.
 
}}
 
}}
 
}}
 
}}
  
 
==Special Moves==
 
==Special Moves==
======<font style="visibility:hidden" size="0">Reginleiv</font>======
+
======<span style="visibility:hidden;font-size:0">Reginleiv</span>======
 
{{MoveData
 
{{MoveData
 
+
|name=Reginleiv {{Micon|1}}
|name=Reginleiv
 
 
|input=236X or S
 
|input=236X or S
 
|image=GBVS_Gran_Reginleiv.png |caption= Certified shoto move
 
|image=GBVS_Gran_Reginleiv.png |caption= Certified shoto move
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
 +
[[File:GBVS_Gran_236X.gif|300px]]
 +
''Examples of L, M and H Reginleiv.''
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|236M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 
Projectile. Gran's traditional fireball.
 
Projectile. Gran's traditional fireball.
* L version - It's a fireball, and not a bad one at that.
+
* '''L version''' - Standard fireball. Travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes
* M version - Slashes upward before shooting a projectile. The first slash cancels out projectiles and is a better blockstring ender in the corner.
+
* '''M version''' - Gran slashes upward before shooting out a projectile. The first slash cancels out projectiles. Useful to turn projectile wars more in your favor as you can cancel out incoming projectiles with the upward slash  before throwing out a projectile of your own. Also is helpful in throwing off your opponent's timing when trying to dodge {{clr|1|236L}}. Serves as a better blockstring ender than {{clr|1|236L}}, but the gap between the upward slash and the fireball is enough to be interrupted in.
* 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.
+
* '''H version''' - A grown man 3-hit fireball. On hit it knocks your opponent down for a hard knockdown. Has advantage on block and deals virtually no pushback allowing you to extend pressure in the corner. Useful in winning fireball wars since it can mow down other projectiles, and the long untech time can allow you to advance closer. However, exercise caution in doing so as a whiff from full screen will leave you without a projectile for some time.  
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">Rising Sword</font>======
+
======<span style="visibility:hidden;font-size:0">Rising Sword</span>======
 
{{MoveData
 
{{MoveData
|name=Rising Sword
+
|name=Rising Sword {{Micon|5}}
 
|input=623X or 6S
 
|input=623X or 6S
|image=GBVS_Gran_RagingSword.png |caption= where my Ken mains at
+
|image=GBVS_Gran_RagingSword.png |caption= Rise Up
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
 +
[[File:GBVS_Gran623X.gif|300px]]
 +
''Examples of L, M, H Rising Sword.''
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|623L}}
+
{{#lst:{{PAGENAME}}/Data|623L}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|623M}}
+
{{#lst:{{PAGENAME}}/Data|623M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|623H}}
+
{{#lst:{{PAGENAME}}/Data|623H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* L version - The fastest of the three. Most likely you'll only use this as an anti-air.
+
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.
* M version - This is your go-to reversal. It also does more damage than the L version, so you'll probably end up using this to end combos with a 214H in them.
+
* '''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.<br>
* H version - Double the uppercuts. Invincible like the M version and deals the most damage with the downside of having a timer before you can use it again. You really want this to hit if you use it.
+
* '''M Version''': Standard non-H combo ender for damage. Also air unblockable during the early active frames.<br>
 +
* '''H Version''': Double the uppercuts. Hard knockdown. There is a small gap in-between the two strikes. The entire first strike is air unblockable, however invincibility wears off before the second strike.  
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">Override Surge</font>======
+
======<span style="visibility:hidden;font-size:0">Overdrive Surge</span>======
 
{{MoveData
 
{{MoveData
|name=Override Surge
+
|name=Overdrive Surge {{Micon|6}} {{Micon|8}}
|image=GBVS_Gran_OverrideSurge.png |caption=May I introduce you to MY FOOT.
+
|image=GBVS_Gran_OverrideSurge.png |caption=
 +
|image2=GBVS_Gran_OverrideSurgeFollowup.png |caption2=May I introduce you to MY FOOT.
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
 +
[[File:GBVS_Gran_214X.gif|300px]]
 +
''Examples of L, M and H Overdrive Surge.''
 +
</div>
 
|input=214X or 4/2S
 
|input=214X or 4/2S
 
|data=
 
|data=
Line 392: Line 426:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 +
{{!}}-
 +
{{AttackVersion|name={{clr|1|214L}}>{{clr|3|214M}}}}
 +
{{#lst:{{PAGENAME}}/Data|214L214M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Advancing move. Estimated cooldown 8 seconds.
+
Advancing move.
* L version is a slash that has short recovery when blocked. It can be followed up by an additional attack, that being 214M.
+
* '''L Version''': Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|3|214M}} on hit or block. On hit, {{clr|1|214L}} > {{clr|3|214M}} serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a counter hit {{clr|3|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.
+
* '''M Version''': Gran dashes forward with his foot out. Covers a lot of horizontal space in front of him. On hit it will knock the opponent away, making it useful for corner carry in his combos. Safety ranges depending on the range used. At point blank, Gran is punishable. However at farther lengths it can be spaced out to be safe and even plus at the very tip of Gran's boot. On counter hit it causes a wall bounce in the corner allowing for additional follows up.
 +
** Picture demonstration of {{clr|3|214M}}'s frame advantage: http://twitter.com/SharntGroMuzo/status/1236585879784820736
 +
* '''H Version''': Similar to {{clr|3|214M}}, but Gran dashes forward faster. Cannot be canceled into from {{clr|1|214L}}. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner.  
 
}}
 
}}
 
}}
 
}}
  
 
==Skybound Art==
 
==Skybound Art==
======<font style="visibility:hidden" size="0">Tempest Blade</font>======
+
======<span style="visibility:hidden;font-size:0">Tempest Blade</span>======
 
{{MoveData
 
{{MoveData
 
|name=Tempest Blade
 
|name=Tempest Blade
|image=GBVS_Gran_TempestBlade.png |caption=
+
|image=GBVS_Gran_TempestBlade.png |caption= I am the anime protaganist
|input=236236H or 236S
+
|image2=GBVS_Gran_TempestBlade2.png |caption2=Burn Knuckle, but with a sword
|data=
+
|input={{clr|4|236236H}} or 236S
|caption= I am the anime protaganist
+
|data=  
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|236236H}}
+
{{#lst:{{PAGENAME}}/Data|236236H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Line 426: Line 465:
  
 
==Super Skybound Art==
 
==Super Skybound Art==
======<font style="visibility:hidden" size="0">Catastrophe</font>======
+
======<span style="visibility:hidden;font-size:0">Catastrophe</span>======
 
{{MoveData
 
{{MoveData
 
|name=Catastrophe
 
|name=Catastrophe
|image=GBVS_Gran_Catastrophe.png |caption=
+
|image=GBVS_Gran_CatastropheStartup.png |caption=
|image2=GBVS_Gran_Catastrophe2.png |caption2=No skyfarers are killed during this fight.
+
|image2=GBVS_Gran_CatastropheFireball.png|caption2=
|input=236236U or 236S+U
+
|image3=GBVS_Gran_Catastrophe2.png |caption3=No skyfarers are killed during this fight.
 +
|input={{clr|2|236236U}} or 236S+U
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Gran/Data|236236U}}
+
{{#lst:{{PAGENAME}}/Data|236236U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Invulnerable projectile move.
+
Gran charges and throws out an invulnerable projectile move. It can travel across the screen, however if used at point blank 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. This move is safe on block, but can be rolled or spot dodged on reaction.
Will be followed by a massive blast by the summoned Proto Bahamut after a successful close-range hit.
 
 
}}
 
}}
 
}}
 
}}
  
 
==Navigation==
 
==Navigation==
{{#lst:GBVS/Gran/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GBVS/Gran/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
  
 
{{Navbar-GBVS}}
 
{{Navbar-GBVS}}
[[Category:Granblue Fantasy Versus]]
 
[[Category:Gran]]
 

Latest revision as of 19:39, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview[edit]
Overview

Gran is a versatile ShotoShort for "shotokan"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 fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground., DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motions, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well and get rewarding punishes.


"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.
Voice:English: Kyle McCarley/Japanese: Yuuki Ono
Playstyle
GBVS Gran Icon.png Gran is a well-rounded character with many solid tools.
Pros Cons
  • Simple moveset.
  • High average damage and even higher damage with counter hits.
  • 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.
  • M Overdrive Surge is a fantastic move to close the distance on an opponent that can be made safe or even plus if spaced properly.
  • Level 5 Power Raise is an amazing frame trap, thanks to its invincibility.
  • His far-reaching normals are highly committal due to some of them being negative on block.
  • Getting Power Raise to Level 5 requires the player to be properly positioned due to its long startup and may require sacrificing oki on a knockdown.

Normal Moves[edit]

Ground Normals[edit]

c.L[edit]
c.L
GBVS Gran cL.png
Assert your protag pressure with a backfist.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 5 3 6 +2 +6

Gran's fastest button for pressure, great for frame traps and tick throws. It can link into c.M on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.

c.M[edit]
c.M
GBVS Gran cM.png
Gran remembers he has a sword
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 6 3 10 0 +4

A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f c.L characters due to attack level. Can link into c.L on crouching hit.

c.H[edit]
c.H
GBVS Gran cH.png
Only one chop required.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1200 Mid 8 4 18 -3 +1

Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, allowing for a high damage combo in the corner. Has large active frames, so can be meatied late for plus frames on oki.

Auto Combo[edit]
Auto Combo
GBVS Gran cXX.png
My fists hurt so lets use a knee
GBVS Gran cXXX.png

GBVS Gran 5XXX.gif Example using 5L string.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -5 -1

Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > j.L, but this is slower than c.XX > c.XXX.

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 2L pressure.

f.L[edit]
f.L
GBVS Gran fL.png
Get your stretches in
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 13 -3 +1

A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into 214L>214M to round out a punish, but the cancel window is fairly tight.

f.M[edit]
f.M
GBVS Gran fM.png
The perfect slice
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 3 18 -6 -2

His go to poke. Has the farthest reach of his normals and reaches far for its speed.

f.H[edit]
f.H
GBVS Gran fH.png
Spin to win
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 10 5 20 -9 -5

Has slightly less range than his f.M, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.

2L[edit]
2L
GBVS Gran 2L.png
DANGER FOOT
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 6 3 6 +2 +6

Good range 2L that can link into itself as well as c.L and c.M. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into 214L>214M for knockdown

2M[edit]
2M
GBVS Gran 2M.png
T-Pose to assert dominance
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 5 9 +1 +5

Good poke and common combo tool. +1 on block, making it a decent choice to use post c.M nerf as a pressure tool.

2H[edit]
2H
GBVS Gran 2H.png
Time to do that combo I saw on twitter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 9 6 24 -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 214L>2H>214M 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 7 6 21 -12 HKD

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. 2U > SSBA is safe on block up close (or after a dash), making it a safe poke into 5k damage. Make sure you're close, because if you're a little too far away the SSBA can be dodged and you're going to get punished hard.

Air Normals[edit]

j.L[edit]
j.L
GBVS Gran jL.png
I love that move from Tony Hawk
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 5 - - - -

Gran's fastest air normal. Has active frames from startup until it hits the ground.

j.M[edit]
j.M
GBVS Gran jM.png
Dab on the haters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
550 High/Air 6 - - - -

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 j.U, but it's good to know that it's there.

j.H[edit]
j.H
GBVS Gran jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 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
Try to block this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 High/Air 12 - - - -

Gran's 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. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.

Unique Action[edit]

Power Raise[edit]
Power Raise
5U
GBVS Gran PowerRaise.png

GBVS Gran 5U.gif Examples of Power Raise levels. Released upon Lv. 5.

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000/1200/1400/1600/2000 Mid 22 9 13 -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.

Charge can be cancelled with L/M/H. Level is stored and resumes charging from the same level when using 5U again. Gran will auto cancel charge after Level 5, and once he's at Level 5, he can still delay the attack by holding 5U or cancel it like normal.

Level 4 and 5 will cause a wallbounce in the corner allowing for combo extensions.

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.

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
GBVS Gran BackThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw 7 - - - HKD

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.

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.

Between buttons such as c.L, 2L, c.M, and 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.

Air Throw[edit]
Air Throw
GBVS Gran AirThrow.png
The sky is mine, thanks.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - - -
Overhead Attack[edit]
Overhead Attack
GBVS Gran OverheadAttack.png
Baby's second mixup
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High 26 6 17 -4 +1

Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Gran gets really good reward off of CH Overhead in the corner due to his explosive corner damage, enough to end the round from half health with all specials and super.

Special Moves[edit]

Reginleiv[edit]
Reginleiv GBVS Fireball.png
236X or S
GBVS Gran Reginleiv.png
Certified shoto move

GBVS Gran 236X.gif Examples of L, M and H Reginleiv.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 800 All 15 - - -7 -3
M 400, 800 Mid, All 13 - - -4 0
H 350*3 All 15 - - +6 -

Projectile. Gran's traditional fireball.

  • L version - Standard fireball. Travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes
  • M version - Gran slashes upward before shooting out a projectile. The first slash cancels out projectiles. Useful to turn projectile wars more in your favor as you can cancel out incoming projectiles with the upward slash before throwing out a projectile of your own. Also is helpful in throwing off your opponent's timing when trying to dodge 236L. Serves as a better blockstring ender than 236L, but the gap between the upward slash and the fireball is enough to be interrupted in.
  • H version - A grown man 3-hit fireball. On hit it knocks your opponent down for a hard knockdown. Has advantage on block and deals virtually no pushback allowing you to extend pressure in the corner. Useful in winning fireball wars since it can mow down other projectiles, and the long untech time can allow you to advance closer. However, exercise caution in doing so as a whiff from full screen will leave you without a projectile for some time.
Rising Sword[edit]
Rising Sword GBVS Parry.png
623X or 6S
GBVS Gran RagingSword.png
Rise Up

GBVS Gran 623X.gif Examples of L, M, H Rising Sword.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 700, 300 Mid, All 7 - - -17 KD
M 700, 300*2 Mid*2, All 7 - - -26 KD
H 950~1400 Mid*3, All 7 - - -26 HKD

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.

  • 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. The entire first strike is air unblockable, however invincibility wears off before the second strike.
Overdrive Surge[edit]
Overdrive Surge GBVS Charge.png GBVS Tackle.png
214X or 4/2S
GBVS Gran OverrideSurge.png
GBVS Gran OverrideSurgeFollowup.png
May I introduce you to MY FOOT.

GBVS Gran 214X.gif Examples of L, M and H Overdrive Surge.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 700 Mid 13 2 19 -6 -2
214L>214M 500 Mid - 13 29 -10 KD
M 1200 Mid 16 13 29 -10 KD
H 1200 Mid 13 13 37 -8 HKD

Advancing move.

  • L Version: Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into 214M on hit or block. On hit, 214L > 214M serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after 214L lest they risk a counter hit 214M.
  • M Version: Gran dashes forward with his foot out. Covers a lot of horizontal space in front of him. On hit it will knock the opponent away, making it useful for corner carry in his combos. Safety ranges depending on the range used. At point blank, Gran is punishable. However at farther lengths it can be spaced out to be safe and even plus at the very tip of Gran's boot. On counter hit it causes a wall bounce in the corner allowing for additional follows up.
  • H Version: Similar to 214M, but Gran dashes forward faster. Cannot be canceled into from 214L. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner.

Skybound Art[edit]

Tempest Blade[edit]
Tempest Blade
236236H or 236S
GBVS Gran TempestBlade.png
I am the anime protaganist
GBVS Gran TempestBlade2.png
Burn Knuckle, but with a sword
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3500→2500 Mid 6+5 - - -13 HKD

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 CatastropheStartup.png
GBVS Gran CatastropheFireball.png
GBVS Gran Catastrophe2.png
No skyfarers are killed during this fight.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
4500→3500 All 8+5 - - -3 HKD

Gran charges and throws out an invulnerable projectile move. It can travel across the screen, however if used at point blank 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. This move is safe on block, but can be rolled or spot dodged on reaction.

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.
GBVS Smallicon.pngGranblue Fantasy Versuse
Click [★] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc