GBVS/Gran: Difference between revisions

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| prejump = {{#lst:GBVS/Gran/Data|prejump}}
| prejump = {{#lst:GBVS/Gran/Data|prejump}}
| backdash = {{#lst:GBVS/Gran/Data|backdash}}
| backdash = {{#lst:GBVS/Gran/Data|backdash}}
| movement = {{#lst:GBVS/Gran/Data|movement}}
}}
}}


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| 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 gameplan and a well rounded set of tools.
* Projectiles and strong normals allow him to play effectively at any range
* High average damage.
* 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#Power Raise|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
* Most of his normals are on the stubbier side, and his far-reaching normals are highly commital. 
* Getting Power Raise to Level 5 requires sacrificing oki or risking punishment in neutral.
}}
}}
{{#lst:GBVS/Gran/Data|Links}}
{{#lst:GBVS/Gran/Data|Links}}
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======<font style="visibility:hidden" size="0">c.L</font>======
======<font style="visibility:hidden" size="0">c.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Gran_cL.png |caption=He 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=c.L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|c.L}}
{{#lst:GBVS/Gran/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 2M on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">c.M</font>======
======<font style="visibility:hidden" size="0">c.M</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|c.M}}
{{#lst:GBVS/Gran/Data|c.M}}
{{!}}-
{{!}}-
{{Description|7|text= 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.
{{Description|7|text= 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.
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|c.H}}
{{#lst:GBVS/Gran/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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">Auto Combo</font>======
======<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 |caption= My fists hurt so lets use a knee
|image2=GBVS_Gran_cXXX.png |caption2=  
|name=Auto Combo
|name=Auto Combo
|input=
|input=
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{{!}}-
{{!}}-
{{AttackVersion|name=XX}}
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Gran/Data|c.XX}}
{{#lst:GBVS/Gran/Data|c.XX}}
{{!}}-
{{!}}-
{{AttackVersion|name=XXX}}
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Gran/Data|c.XXX}}
{{#lst:GBVS/Gran/Data|c.XXX}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.L</font>======
======<font style="visibility:hidden" size="0">f.L</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|f.L}}
{{#lst:GBVS/Gran/Data|f.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
A faster close range poke at 5 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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.M</font>======
======<font style="visibility:hidden" size="0">f.M</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|f.M}}
{{#lst:GBVS/Gran/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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.H</font>======
======<font style="visibility:hidden" size="0">f.H</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|f.H}}
{{#lst:GBVS/Gran/Data|f.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text= Has slightly less range than his f.M, but pulls his hurtbox back a bit. Great for counter poking.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">2L</font>======
======<font style="visibility:hidden" size="0">2L</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|2L}}
{{#lst:GBVS/Gran/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">2M</font>======
======<font style="visibility:hidden" size="0">2M</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|2M}}
{{#lst:GBVS/Gran/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|2H}}
{{#lst:GBVS/Gran/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|2U}}
{{#lst:GBVS/Gran/Data|2U}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.L</font>======
======<font style="visibility:hidden" size="0">j.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Gran_jL.png
|image=GBVS_Gran_jL.png   |caption=I love that move from Tony Hawk
|name=j.L
|name=j.L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|j.L}}
{{#lst:GBVS/Gran/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>======
======<font style="visibility:hidden" size="0">j.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Gran_jM.png
|image=GBVS_Gran_jM.png |caption=Dab on the haters
|name=j.M
|name=j.M
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|j.M}}
{{#lst:GBVS/Gran/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|j.H}}
{{#lst:GBVS/Gran/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.U</font>======
======<font style="visibility:hidden" size="0">j.U</font>======
{{MoveData
{{MoveData
|image=GBVS_Gran_jU.png
|image=GBVS_Gran_jU.png |caption=Try to block this
|name=j.U
|name=j.U
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|j.U}}
{{#lst:GBVS/Gran/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 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. The backside of the hit pulls your opponent closer to you.
}}
}}
}}
}}
== Unique Action ==
== Unique Action ==
======<font style="visibility:hidden" size="0">Power Raise</font>======
======<font style="visibility:hidden" size="0">Power Raise</font>======
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|5U}}
{{#lst:GBVS/Gran/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. 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.  
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.   
Can be used in some corner combos if an opponent is high enough after 2H.   
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|LU}}
{{#lst:GBVS/Gran/Data|LU}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=Forward throw knocks opponent far away, but untech time is long enough 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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">Air Throw</font>======
======<font style="visibility:hidden" size="0">Air Throw</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|j.LU}}
{{#lst:GBVS/Gran/Data|j.LU}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|MH}}
{{#lst:GBVS/Gran/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>======
======<font style="visibility:hidden" size="0">Reginleiv</font>======
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|236L}}
{{#lst:GBVS/Gran/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|236M}}
{{#lst:GBVS/Gran/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|236H}}
{{#lst:GBVS/Gran/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 236A. Serves as a better blockstring ender than 236A, 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>======
======<font style="visibility:hidden" size="0">Rising Sword</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|623L}}
{{#lst:GBVS/Gran/Data|623L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|623M}}
{{#lst:GBVS/Gran/Data|623M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|623H}}
{{#lst:GBVS/Gran/Data|623H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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* '''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>
* '''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>
* '''M Version''': Standard non-H combo ender for damage. Also air unblockable during the early active frames.<br>  
* '''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, but the entire first strike is air unblockable.  
* '''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>======
======<font style="visibility:hidden" size="0">Overdrive Surge</font>======
{{MoveData
{{MoveData
|name=Override Surge
|name=Overdrive Surge
|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.
|input=214X or 4/2S
|input=214X or 4/2S
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Gran/Data|214L}}
{{#lst:GBVS/Gran/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Gran/Data|214M}}
{{#lst:GBVS/Gran/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Gran/Data|214H}}
{{#lst:GBVS/Gran/Data|214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Advancing move. Estimated cooldown 8 seconds.
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.
* '''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 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.
* '''H Version''': Similar to 214M, but Gran dashes forward faster. Cannot be canceled into from 214A. 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>======
======<font style="visibility:hidden" size="0">Tempest Blade</font>======
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|name=Tempest Blade
|name=Tempest Blade
|image=GBVS_Gran_TempestBlade.png |caption= I am the anime protaganist
|image=GBVS_Gran_TempestBlade.png |caption= I am the anime protaganist
|image2=GBVS_Gran_TempestBlade2.png |caption2=
|input=236236H or 236S
|input=236236H or 236S
|data=  
|data=  
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|236236H}}
{{#lst:GBVS/Gran/Data|236236H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}
}}
}}
==Super Skybound Art==
==Super Skybound Art==
======<font style="visibility:hidden" size="0">Catastrophe</font>======
======<font style="visibility:hidden" size="0">Catastrophe</font>======
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Gran/Data|236236U}}
{{#lst:GBVS/Gran/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. Will deal a lot of chip damage on block which can setup for a chip kill afterwards. This move is normally completely safe on block, so in order to punish it you'll need to roll under it.
}}
}}
}}
}}

Revision as of 22:47, 26 March 2020

GBVS Gran Nameplate.png
GBVS Gran Portrait.png
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.

 Gran  Gran is a well rounded character with many solid tools.

Pros
Cons
  • Simple gameplan and a well rounded set of tools.
  • High average damage.
  • 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.
  • Most of his normals are on the stubbier side, and his far-reaching normals are highly commital.
  • Getting Power Raise to Level 5 requires sacrificing oki or risking punishment in neutral.

Normal Moves

Ground Normals

c.L
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 Hit Invuln

Gran's fastest button for pressure, great for frame traps and tick throws. It can link into 2M on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.

c.M
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 Hit Invuln

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
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 Hit Invuln

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
Auto Combo
GBVS Gran cXX.png
My fists hurt so lets use a knee
GBVS Gran cXXX.png
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
XX
XXX

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
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 Hit Invuln

A faster close range poke at 5 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
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 Hit Invuln

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

f.H
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 Hit Invuln

Has slightly less range than his f.M, but pulls his hurtbox back a bit. Great for counter poking.

2L
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 Hit Invuln

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
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 Hit Invuln

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

2H
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 Hit Invuln

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
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 Hit Invuln

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

j.L
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 Hit Invuln

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

j.M
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 Hit Invuln

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

j.H
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 Hit Invuln

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

j.U
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 Hit Invuln

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. The backside of the hit pulls your opponent closer to you.

Unique Action

Power Raise
Power Raise
5U
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

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

Ground Throw
Ground Throw
GBVS Gran Throw.png
Baby's first 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 Hit Invuln

Forward throw knocks opponent far away, but untech time is long enough 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
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 Hit Invuln
Overhead Attack
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 Hit Invuln

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

Reginleiv
Reginleiv
236X or S Certified shoto move
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
L
M
H

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 236A. Serves as a better blockstring ender than 236A, 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
Rising Sword
623X or 6S Rise Up
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
L
M
H

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. The entire first strike is air unblockable, however invincibility wears off before the second strike.
Overdrive Surge
Overdrive Surge
214X or 4/2S May I introduce you to MY FOOT.
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
L
M
H

Advancing move. Estimated cooldown 8 seconds.

  • 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 214A. 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

Tempest Blade
Tempest Blade
236236H or 236S I am the anime protaganist
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

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 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 Hit Invuln

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

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.