< GBVS
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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}} | ||
}} | }} | ||
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* [[GBVS/Gran#Rising Sword|Rising Sword]] is both a strong anti-air and an invulnerable move for escaping pressure. | * [[GBVS/Gran#Rising Sword|Rising Sword]] is both a strong anti-air and an invulnerable move for escaping pressure. | ||
* [[GBVS/Gran#Reginleiv|H Reginleiv]] is plus on block and has very little pushback, making it a very powerful pressure tool. | * [[GBVS/Gran#Reginleiv|H Reginleiv]] is plus on block and has very little pushback, making it a very powerful pressure tool. | ||
* [[GBVS/Gran# | * [[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 [[GBVS/Gran#Power Raise|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 = | ||
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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= | |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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{{!}}- | {{!}}- | ||
{{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. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{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 | |||
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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==Universal Mechanics== | ==Universal Mechanics== | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_Throw.png |caption= Baby's first mixup | |image=GBVS_Gran_Throw.png |caption= Baby's first mixup | ||
|name= | |name=Ground Throw | ||
|input= | |input= | ||
|data= | |data= | ||
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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. | 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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{{Description|8|text= | {{Description|8|text= | ||
Projectile. Gran's traditional fireball. | Projectile. Gran's traditional fireball. | ||
* L version - | * '''L version''' - Standard fireball. Travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes | ||
* M version - | * '''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. | * '''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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* '''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 | * '''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"> | ======<font style="visibility:hidden" size="0">Overdrive Surge</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Overdrive Surge | ||
|image=GBVS_Gran_OverrideSurge.png |caption= | |image=GBVS_Gran_OverrideSurge.png |caption= | ||
|image2=GBVS_Gran_OverrideSurgeFollowup.png |caption2=May I introduce you to MY FOOT. | |image2=GBVS_Gran_OverrideSurgeFollowup.png |caption2=May I introduce you to MY FOOT. | ||
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{{Description|8|text= | {{Description|8|text= | ||
Advancing move. Estimated cooldown 8 seconds. | Advancing move. Estimated cooldown 8 seconds. | ||
* L | * '''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 | * '''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. | |||
}} | }} | ||
}} | }} | ||
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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= | ||
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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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 22:47, 26 March 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. |
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 |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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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 |
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2M
2M |
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2H
2H |
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2U
2U |
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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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Unique Action
Power Raise
Power Raise 5U |
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Universal Mechanics
Ground Throw
Ground Throw |
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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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Overdrive Surge
Overdrive Surge 214X or 4/2S |
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Skybound Art
Tempest Blade
Tempest Blade 236236H or 236S |
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Super Skybound Art
Catastrophe
Catastrophe 236236U or 236S+U |
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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.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •