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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.
GranGran 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
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.
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.
Cooldown: 20F (Technical) 200F (Easy) Clash level 18 (Technical) 10 (Easy) First part does 3 hits, second part does 3~6 hits. Both parts can only land a max total of 6 hits.
L version - The fastest of the three. Most likely you'll only use this as an anti-air.
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.
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.
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.
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.