< GBVS
(Color code L inputs for overview pages in GBVS) |
(Color code M inputs for overview pages in GBVS) |
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_cM.png |caption=Gran remembers he has a sword | |image=GBVS_Gran_cM.png |caption=Gran remembers he has a sword | ||
|name=c.M | |name={{clr|3|c.M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_fM.png |caption= The perfect slice | |image=GBVS_Gran_fM.png |caption= The perfect slice | ||
|name=f.M | |name={{clr|3|f.M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{#lst:GBVS/Gran/Data|f.H}} | {{#lst:GBVS/Gran/Data|f.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Has slightly less range than his f.M, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it. | {{Description|7|text= Has slightly less range than his {{clr|3|f.M}}, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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 | Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and {{clr|3|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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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_2M.png |caption=T-Pose to assert dominance | |image=GBVS_Gran_2M.png |caption=T-Pose to assert dominance | ||
|name=2M | |name={{clr|3|2M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Gran_jM.png |caption=Dab on the haters | |image=GBVS_Gran_jM.png |caption=Dab on the haters | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|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 {{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. | Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|3|c.M}}, and {{clr|3|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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{{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, {{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. | * '''L Version''': Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|3|214M}} on hit or block. On hit, {{clr|1|214L}} > {{clr|3|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 {{clr|3|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 {{clr|3|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 {{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. | * '''H Version''': Similar to {{clr|3|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 22:16, 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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Click [★] for character's full frame data
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