|Movement Options||Jump, Dash Type: ??|
- 1 Overview
- 2 Normal Moves
- 3 Unique Action
- 4 Universal Mechanics
- 5 Special Moves
- 6 Skybound Art
- 7 Super Skybound Art
- 8 Navigation
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.
|Gran is a well rounded character with many solid tools.|
|c.H||Damage||Guard||Startup||Active||Recovery||On Block||On Hit|
|Auto Combo||Version||Damage||Guard||Startup||Active||Recovery||On Block||On Hit|
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.
|Ground Throw||Damage||Guard||Startup||Active||Recovery||On Block||On Hit|
236X or S
623X or 6S
214X or 4/2S
236236H or 236S
|Damage||Guard||Startup||Active||Recovery||On Block||On Hit|
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
236236U or 236S+U
|To edit frame data, edit values in GBVS/Gran/Data. Be sure to update both the |