< GBVS
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_cL.png |caption=Assert your protag pressure with a backfist. | |image=GBVS_Gran_cL.png |caption=Assert your protag pressure with a backfist. | ||
|name=c.L | |name={{clr|1|c.L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo"> | ||
[[File:GBVS_Gran_5XXX.gif|275px]] | [[File:GBVS_Gran_5XXX.gif|275px]] | ||
Example using 5L string. | Example using {{clr|1|5L}} string. | ||
</div> | </div> | ||
|name=Auto Combo | |name=Auto Combo | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > j.L, but this is slower than c.XX > c.XXX. | Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > {{clr|1|j.L}}, but this is slower than c.XX > c.XXX. | ||
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. | 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. | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_fL.png |caption= Get your stretches in | |image=GBVS_Gran_fL.png |caption= Get your stretches in | ||
|name=f.L | |name={{clr|1|f.L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{Description|7|text= | {{Description|7|text= | ||
A faster close range poke at 6 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. | A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into {{clr|1|214L}}>214M to round out a punish, but the cancel window is fairly tight. | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_2L.png |caption= DANGER FOOT | |image=GBVS_Gran_2L.png |caption= DANGER FOOT | ||
|name=2L | |name={{clr|1|2L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{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 | Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and c.M. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into {{clr|1|214L}}>214M for knockdown | ||
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{{Description|7|text= | {{Description|7|text= | ||
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. | 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 {{clr|1|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. | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_jL.png |caption=I love that move from Tony Hawk | |image=GBVS_Gran_jL.png |caption=I love that move from Tony Hawk | ||
|name=j.L | |name={{clr|1|j.L}} | ||
|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. | Between buttons such as {{clr|1|c.L}}, {{clr|1|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. | ||
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Projectile. Gran's traditional fireball. | 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 | * '''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 236L. Serves as a better blockstring ender than 236L, but the gap between the upward slash and the fireball is enough to be interrupted in. | * '''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 {{clr|1|236L}}. Serves as a better blockstring ender than {{clr|1|236L}}, 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. | * '''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. | ||
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{{#lst:GBVS/Gran/Data|214L}} | {{#lst:GBVS/Gran/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=214L>214M}} | {{AttackVersion|name={{clr|1|214L}}>214M}} | ||
{{#lst:GBVS/Gran/Data|214L214M}} | {{#lst:GBVS/Gran/Data|214L214M}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
Advancing move. | Advancing move. | ||
* '''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. | * '''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, {{clr|1|214L}} > 214M serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after {{clr|1|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. | * '''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. | ||
** Picture demonstration of 214M's frame advantage: http://twitter.com/SharntGroMuzo/status/1236585879784820736 | ** Picture demonstration of 214M's frame advantage: http://twitter.com/SharntGroMuzo/status/1236585879784820736 | ||
* '''H Version''': Similar to 214M, but Gran dashes forward faster. Cannot be canceled into from 214L. 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. | * '''H Version''': Similar to 214M, but Gran dashes forward faster. Cannot be canceled into from {{clr|1|214L}}. 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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Revision as of 22:13, 24 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Health | |
Prejump | |
Backdash |
Overview
Gran is a versatile character who has many tools associated with the common "shoto" archetype (See Street Fighter series). His solid arsenal constantly keep his opponents in check. From projectile, reversal uppercuts to fast approaching moves, Gran can punish mistakes in many situations and reap great rewards by relying on a 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. |
Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
Pros
Cons
- Simple moveset.
- High average damage and even higher damage with counter hits.
- 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.
- His far-reaching normals are highly committal due to some of them being negative on block.
- Getting Power Raise to Level 5 requires the player to be properly positioned due to its long startup and may require sacrificing oki on a knockdown.
Normal Moves
Ground Normals
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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Air Normals
j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Power Raise 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Reginleiv 236X or S |
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Rising Sword 623X or 6S |
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Overdrive Surge 214X or 4/2S |
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Skybound Art
Tempest Blade 236236H or 236S |
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Super Skybound Art
Catastrophe 236236U or 236S+U |
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Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
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Misc •