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======<font style="visibility:hidden" size="0">f.H</font>====== | ======<font style="visibility:hidden" size="0">f.H</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 22:06, 13 February 2020
Health | |
Prejump | |
Backdash |
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.
"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. |
- 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
Ground Normals
2L
c.L |
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2M
c.M |
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2H
Auto Combo
Auto Combo | 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 Hit | Invuln | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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
f.L |
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f.M
f.M |
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f.H
f.H |
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2L
2L | GBVS/Gran/Data |
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2M
2M | GBVS/Gran/Data |
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2H
2H | GBVS/Gran/Data |
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2U
Air Normals
j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.U
j.U |
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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
Power Raise
Power Raise 5U |
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A chargable slash attack. Can be charged up to five levels and gains invulnerability at level five. 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
Ground Throw
Ground Throw | 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 Hit | Invuln |
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LU Ground Throw other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Attribute | Level | Blockstun | Ground Hitstun | Air Hitstun | Hitstop | Invuln |
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1500 | Throw | 7 | 3 | 31 | HKD | 0, 4 | ||||||||
Baby's first mixup | ||||||||||||||
Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Reginleiv
Reginleiv 236X or S |
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Rising Sword
Rising Sword 623X or 6S |
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Override Surge
Override Surge 214X or 4/2S |
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Skybound Art
Tempest Blade
Tempest Blade 236236H or 236S |
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 Hit | Invuln |
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236236H Tempest Blade super |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Attribute | Level | Blockstun | Ground Hitstun | Air Hitstun | Hitstop | Invuln |
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3500→2500→2000 | Mid | 6+5 | 3(4)9 | 23 | -13 | HKD | 4 | |||||||
Frame 11~13 • Frame 18~26 | ||||||||||||||
Clash level: 25 (Technical) 20 (Easy) |
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
Catastrophe
Catastrophe 236236U or 236S+U |
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Invulnerable projectile move. Will be followed by a massive blast by the summoned Proto Bahamut after a successful close-range hit. |
move
and the move Full
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