(fixed notation typo) |
(revmoving <nowiki/>. No longer needed to preserve space) |
||
(42 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Gran|discord=https://discord.gg/VJPFMpK}} | ||
| | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
| | {{FlexContainer}} | ||
| | {{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | ||
{{FP Box | |||
|header=Overview | |||
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move.}} character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{Tt|DP|Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well and get rewarding punishes. | |||
< | |||
{{ | |||
< | |||
Gran is a versatile | |||
{{Bio | {{Bio | ||
| name = Gran | | name = Gran | ||
Line 18: | Line 12: | ||
| 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.<br> | | 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.<br> | ||
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. | 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. | ||
| voice = English: Kyle McCarley/Japanese: Yuuki Ono | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| 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. | ||
Line 37: | Line 29: | ||
* 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. | * 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. | ||
}} | }} | ||
{{#lst: | }} | ||
{{Closediv}}<!--END TOP SECTION--> | |||
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | |||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=GBVS | |||
| fullname=Gran | |||
| nameplate=yes | |||
| health = {{#lst:{{PAGENAME}}/Data|health}} | |||
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | |||
| colors=yes | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
== Normal Moves== | == Normal Moves== | ||
Line 44: | Line 53: | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/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 | Gran's fastest button for pressure, great for frame traps and tick throws. It can link into {{clr|3|c.M}} on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">c.M</span>====== | ======<span style="visibility:hidden;font-size:0">c.M</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f | {{Description|7|text= A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">c.H</span>====== | ======<span style="visibility:hidden;font-size:0">c.H</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_cH.png |caption= Only one chop required. | |image=GBVS_Gran_cH.png |caption= Only one chop required. | ||
|name=c.H | |name={{clr|4|c.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 86: | Line 93: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Auto Combo</span>====== | ======<span style="visibility:hidden;font-size:0">Auto Combo</span>====== | ||
{{MoveData | {{MoveData | ||
Line 93: | Line 99: | ||
<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 | ||
Line 101: | Line 107: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=XX}} | {{AttackVersion|name=XX}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.XX}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=XXX}} | {{AttackVersion|name=XXX}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.XXX}} | ||
{{!}}- | {{!}}- | ||
{{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 | 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 {{clr|1|2L}} pressure. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">f.L</span>====== | ======<span style="visibility:hidden;font-size:0">f.L</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|f.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A faster close range poke at | 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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">f.M</span>====== | ======<span style="visibility:hidden;font-size:0">f.M</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|f.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= His go to poke. Has the farthest reach of his normals and reaches far for its speed. | {{Description|7|text= His go to poke. Has the farthest reach of his normals and reaches far for its speed. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">f.H</span>====== | ======<span style="visibility:hidden;font-size:0">f.H</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_fH.png |caption=Spin to win | |image=GBVS_Gran_fH.png |caption=Spin to win | ||
|name=f.H | |name={{clr|4|f.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2L</span>====== | ======<span style="visibility:hidden;font-size:0">2L</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/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 | 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 | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2M</span>====== | ======<span style="visibility:hidden;font-size:0">2M</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Good poke and common combo tool. | Good poke and common combo tool. +1 on block, making it a decent choice to use post {{clr|3|c.M}} nerf as a pressure tool. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | ======<span style="visibility:hidden;font-size:0">2H</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_2H.png |caption=Time to do that combo I saw on twitter | |image=GBVS_Gran_2H.png |caption=Time to do that combo I saw on twitter | ||
|name=2H | |name={{clr|4|2H}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{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}}>{{clr|4|2H}}>{{clr|3|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2U</span>====== | ======<span style="visibility:hidden;font-size:0">2U</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_2U.png |caption=Introducing Gran's EX3 class: the Breakdancer | |image=GBVS_Gran_2U.png |caption=Introducing Gran's EX3 class: the Breakdancer | ||
|name=2U | |name={{clr|2|2U}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. 2U > SSBA is safe on block up close (or after a dash), making it a safe poke into 5k damage. Make sure you're close, because if you're a little too far away the SSBA can be dodged and you're going to get punished hard. | 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. {{clr|2|2U}} > SSBA is safe on block up close (or after a dash), making it a safe poke into 5k damage. Make sure you're close, because if you're a little too far away the SSBA can be dodged and you're going to get punished hard. | ||
}} | }} | ||
}} | }} | ||
===Air Normals=== | ===Air Normals=== | ||
======<span style="visibility:hidden;font-size:0">j.L</span>====== | ======<span style="visibility:hidden;font-size:0">j.L</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 232: | Line 233: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.M</span>====== | ======<span style="visibility:hidden;font-size:0">j.M</span>====== | ||
{{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= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by | Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by {{clr|2|j.U}}, but it's good to know that it's there. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | ======<span style="visibility:hidden;font-size:0">j.H</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_jH.png | |image=GBVS_Gran_jH.png | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 262: | Line 262: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.U</span>====== | ======<span style="visibility:hidden;font-size:0">j.U</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_jU.png |caption=Try to block this | |image=GBVS_Gran_jU.png |caption=Try to block this | ||
|name=j.U | |name={{clr|2|j.U}} | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/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, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air. | Gran's {{clr|2|j.U}} is a ridiculous jump-in and crossup attack. It hits all around him, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air. | ||
}} | }} | ||
}} | }} | ||
Line 282: | Line 281: | ||
{{MoveData | {{MoveData | ||
|name=Power Raise | |name=Power Raise | ||
|input=5U | |input={{clr|2|5U}} | ||
|image=GBVS_Gran_PowerRaise.png |caption= | |image=GBVS_Gran_PowerRaise.png |caption= | ||
<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"> | ||
Line 291: | Line 290: | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | Charge can be cancelled with L/M/H. Level is stored and resumes charging from the same level when using {{clr|2|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 {{clr|2|5U}} or cancel it like normal. | ||
Level 4 and 5 will cause a wallbounce in the corner allowing for combo extensions. | Level 4 and 5 will cause a wallbounce in the corner allowing for combo extensions. | ||
Line 302: | Line 301: | ||
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. | 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 {{clr|4|2H}}. | ||
}} | }} | ||
}} | }} | ||
Line 310: | Line 309: | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Gran_Throw.png |caption= Baby's first mixup | |image=GBVS_Gran_Throw.png |caption= Baby's first mixup | ||
|image2=GBVS_Gran_BackThrow.png |caption2= | |||
|name=Ground Throw | |name=Ground Throw | ||
|input= | |input= | ||
Line 315: | Line 315: | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|LU}} | ||
{{!}}- | {{!}}- | ||
{{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. | {{Description|7|text=Forward throw knocks opponent far away, but untech time is long enough so 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. | 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}}, {{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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ||
{{MoveData | {{MoveData | ||
Line 333: | Line 333: | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.LU}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>====== | ======<span style="visibility:hidden;font-size:0">Overhead Attack</span>====== | ||
{{MoveData | {{MoveData | ||
Line 347: | Line 346: | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|MH}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 368: | Line 367: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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 | * '''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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Rising Sword</span>====== | ======<span style="visibility:hidden;font-size:0">Rising Sword</span>====== | ||
{{MoveData | {{MoveData | ||
Line 397: | Line 396: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | 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. | ||
* '''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> | ||
Line 414: | Line 411: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Overdrive Surge</span>====== | ======<span style="visibility:hidden;font-size:0">Overdrive Surge</span>====== | ||
{{MoveData | {{MoveData | ||
Line 429: | Line 426: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | |||
{{AttackVersion|name={{clr|1|214L}}>{{clr|3|214M}}}} | |||
{{#lst:{{PAGENAME}}/Data|214L214M}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{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 {{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 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. | ||
}} | }} | ||
}} | }} | ||
Line 451: | Line 451: | ||
|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= | |image2=GBVS_Gran_TempestBlade2.png |caption2=Burn Knuckle, but with a sword | ||
|input=236236H or 236S | |input={{clr|4|236236H}} or 236S | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 468: | Line 468: | ||
{{MoveData | {{MoveData | ||
|name=Catastrophe | |name=Catastrophe | ||
|image= | |image=GBVS_Gran_CatastropheStartup.png |caption= | ||
|image2=GBVS_Gran_Catastrophe2.png | | |image2=GBVS_Gran_CatastropheFireball.png|caption2= | ||
|input=236236U or 236S+U | |image3=GBVS_Gran_Catastrophe2.png |caption3=No skyfarers are killed during this fight. | ||
|input={{clr|2|236236U}} or 236S+U | |||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 482: | Line 483: | ||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GBVS}} | {{Navbar-GBVS}} | ||
Revision as of 19:39, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Gran is a versatile ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground., DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motions, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well and get rewarding punishes.
"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. |
Voice: | English: Kyle McCarley/Japanese: Yuuki Ono |
- 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 |
---|
c.M |
---|
c.H |
---|
Auto Combo |
---|
f.L |
---|
f.M |
---|
f.H |
---|
2L |
---|
2M |
---|
2H |
---|
2U |
---|
Air Normals
j.L |
---|
j.M |
---|
j.H |
---|
j.U |
---|
Unique Action
Power Raise 5U |
---|
Universal Mechanics
Ground Throw |
---|
Air Throw |
---|
Overhead Attack |
---|
Special Moves
Reginleiv 236X or S |
---|
Rising Sword 623X or 6S |
---|
Overdrive Surge 214X or 4/2S |
---|
Skybound Art
Tempest Blade 236236H or 236S |
---|
Super Skybound Art
Catastrophe 236236U or 236S+U |
---|
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 •