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{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Gran|discord=https://discord.gg/VJPFMpK}} | {{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Gran|discord=https://discord.gg/VJPFMpK}} | ||
======<span style="visibility:hidden;font-size:0"> | {{MFlag|update}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | {{FlexContainer}} | ||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | {{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | ||
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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 moveset. | * '''Simple moveset:''' Gran's tools as the designated Ken are well rounded and strong. | ||
* | * '''Damage:''' high average damage and even higher damage with counter hits. | ||
* | * '''Good fireball game:''' projectiles and strong normals allow him to play effectively at any range. | ||
* [[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. | ||
* Level 5 [[GBVS/Gran#Unique Action|Power Raise]] is an amazing frame trap, thanks to its invincibility. | * Level 5 [[GBVS/Gran#Unique Action|Power Raise]] is an amazing frame trap, thanks to its invincibility. | ||
| cons = | | cons = | ||
* His far-reaching normals are highly committal due to some of them being negative on block. | * 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. | * 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. | ||
}} | }} | ||
}} | }} | ||
{{Closediv}}<!--END TOP SECTION--> | {{Closediv}}<!--END TOP SECTION--> | ||
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | {{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | ||
{{FP TOC | {{FP TOC}} | ||
{{FP Box | {{FP Box | ||
| padding=no | | padding=no | ||
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| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | | prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | ||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | | backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | ||
| colors=yes | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">c.M</span>====== | ======<span style="visibility:hidden;font-size:0">c.M</span>====== | ||
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{{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 {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit. | {{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>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Auto Combo</span>====== | ======<span style="visibility:hidden;font-size:0">Auto Combo</span>====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{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= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">f.L</span>====== | ======<span style="visibility:hidden;font-size:0">f.L</span>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|f.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">f.M</span>====== | ======<span style="visibility:hidden;font-size:0">f.M</span>====== | ||
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{{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 | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|f.H}} | ||
{{!}}- | {{!}}- | ||
{{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. | {{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 | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2M</span>====== | ======<span style="visibility:hidden;font-size:0">2M</span>====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | ======<span style="visibility:hidden;font-size:0">2H</span>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2U</span>====== | ======<span style="visibility:hidden;font-size:0">2U</span>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
===Air Normals=== | ===Air Normals=== | ||
======<span style="visibility:hidden;font-size:0">j.L</span>====== | ======<span style="visibility:hidden;font-size:0">j.L</span>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.M</span>====== | ======<span style="visibility:hidden;font-size:0">j.M</span>====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | ======<span style="visibility:hidden;font-size:0">j.H</span>====== | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.U</span>====== | ======<span style="visibility:hidden;font-size:0">j.U</span>====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|LU}} | ||
{{!}}- | {{!}}- | ||
{{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. | {{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. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ||
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{{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 | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|MH}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{!}}- | {{!}}- | ||
{{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= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Rising Sword</span>====== | ======<span style="visibility:hidden;font-size:0">Rising Sword</span>====== | ||
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{{!}}- | {{!}}- | ||
{{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= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Overdrive Surge</span>====== | ======<span style="visibility:hidden;font-size:0">Overdrive Surge</span>====== | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name={{clr|1|214L}}>{{clr|3|214M}}}} | {{AttackVersion|name={{clr|1|214L}}>{{clr|3|214M}}}} | ||
{{#lst: | {{#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 {{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}}. | * '''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. | * '''M Version''': Gran dashes forward with his foot out. Covers a lot of horizontal space in front of him. Punishable on hit after his autocombo. 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 {{clr|3|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 {{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. | * '''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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{{MoveData | {{MoveData | ||
|name=Tempest Blade | |name=Tempest Blade | ||
|image=GBVS_Gran_TempestBlade.png |caption= I am the anime | |image=GBVS_Gran_TempestBlade.png |caption= I am the anime protagonist | ||
|image2=GBVS_Gran_TempestBlade2.png |caption2= | |image2=GBVS_Gran_TempestBlade2.png |caption2=Burn Knuckle, but with a sword | ||
|input={{clr|4|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= | ||
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{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236U}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
==External References== | |||
==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 05:16, 25 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
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: Gran's tools as the designated Ken are well rounded and strong.
- Damage: high average damage and even higher damage with counter hits.
- Good fireball game: 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.
- H Reginleiv is plus on block and has very little pushback, making it a very powerful pressure tool.
- 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 |
---|
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 |
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Universal Mechanics
Ground Throw |
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Air Throw |
---|
Overhead Attack |
---|
Special Moves
Reginleiv 236X or S |
---|
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 |
---|
Super Skybound Art
Catastrophe 236236U or 236S+U |
---|
External References
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 •