GBVS/Gran

From Dustloop Wiki
GBVS Gran Nameplate.png
GBVS Gran Portrait.png
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.

 Gran  Gran is a well rounded character with many solid tools.

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 Override 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
GBVS Gran cL.png
He does a lot of punching for a swordsman.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 6 +2 +6 0
GBVS Gran cL.png
Assert your protag pressure with a backfist.
GBVS Gran cL Hitbox.png
c.M
c.M
GBVS Gran cM.png
Gran remembers he has a sword
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 6 3 12 0 +4 2
GBVS Gran cM.png
GBVS Gran cM Hitbox.png


Very solid pressure button, as it is able to link into itself for easy confirms. Can be linked twice at point blank before being pushed out of proximity normal range.

c.H
c.H
GBVS Gran cH.png
Only one chop required.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 8 4 18 -3 +1 4
GBVS Gran cH.png
GBVS Gran cH Hitbox1.pngGBVS Gran cH Hitbox2.png

Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, allowing for a high damage combo in the corner. Has large active frames, so can be meatied late for plus frames on oki.

Auto Combo
Auto Combo
GBVS Gran cXX.png
My fists hurt so lets use a knee
GBVS Gran cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 3 15 -3 +1 2
GBVS Gran cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 4 17 -4 0 3
GBVS Gran cXXX.png

The second hit of Gran's autocombo is actually really good in a clash. Because it leaves him airborne, he can cancel into his j.L, which will definitely be faster than the opponent's next autocombo normal.

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.

f.L
f.L
GBVS Gran fL.png
Get your stretches in
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 13 -3 +1 1
GBVS Gran fL.png
GBVS Gran fL Hitbox1.pngGBVS Gran fL Hitbox2.png
Frame 6 • Frame 7~8
f.M
f.M
GBVS Gran fM.png
The perfect slice
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 3 18 -6 -2 2
GBVS Gran fM.png
GBVS Gran fM Hitbox1.pngGBVS Gran fM Hitbox2.png
Frame 7 • Frame 8~9


f.H
f.H
GBVS Gran fH.png
Spin to win
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 9 5 21 -9 -5 3
GBVS Gran fH.png
Spin to win
GBVS Gran fH Hitbox1.pngGBVS Gran fH Hitbox2.png
Frame 9~10 • Frame 11~13


2L
2L
GBVS Gran 2L.png
DANGER FOOT
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0
GBVS Gran 2L.png
GBVS Gran 2L Hitbox.png

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

2M
2M
GBVS Gran 2M.png
T-Pose to assert dominance
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 5 9 +1 +5 2
GBVS Gran 2M.png
GBVS Gran 2M Hitbox1.pngGBVS Gran 2M Hitbox2.png
Frame 7~8 • Frame 9~11


Good poke and common combo tool. Part of the hitconfirm string 2L>c.L>2M to any special you want.

2H
2H
GBVS Gran 2H.png
Time to do that combo I saw on twitter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 10 6 24 -13 -9 3
GBVS Gran 2H.png
Time to do that combo I saw on twitter
GBVS Gran 2H Hitbox1.pngGBVS Gran 2H Hitbox2.png
Frame 10~12 • Frame 13~15


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.

2U
2U
GBVS Gran 2U.png
Introducing Gran's EX3 class: the Breakdancer
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 7 6 21 -12 HKD 2
GBVS Gran 2U.png
GBVS Gran 2U Hitbox1.pngGBVS Gran 2U Hitbox2.pngGBVS Gran 2U Hitbox3.png
Frame 7~8 • Frame 9~10 • Frame 11~12


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.

Air Normals

j.L
j.L
GBVS Gran jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Gran jL.png
GBVS Gran jL Hitbox.png
j.M
j.M
GBVS Gran jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 6 7 Until L 1
GBVS Gran jM.png
GBVS Gran jM Hitbox1.pngGBVS Gran jM Hitbox2.png
Frame 6~8 • Frame 9~12

Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning.

j.H
j.H
GBVS Gran jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 7 6 Until L 2
GBVS Gran jH.png
GBVS Gran jH Hitbox.png

Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.

j.U
j.U
GBVS Gran jU.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 High/Air 12 8 Until L 2
GBVS Gran jU.png
Try to block this
GBVS Gran jU Hitbox1.pngGBVS Gran jU Hitbox2.pngGBVS Gran jU Hitbox3.png
Frame 12~14 • Frame 15~17 • Frame 18~19


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.

Unique Action

Power Raise
Power Raise
5U
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U
Power Raise
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000/1200/1400/1600/2000 Mid 20 9 13 -5 3
GBVS Gran 5U.png
GBVS Gran 5U Hitbox-1.pngGBVS Gran 5U Hitbox-2.pngGBVS Gran 5U Hitbox-3.png
Active frames 1~3. • Active frames 4~7. • Active frames 8 & 9.
Damage increases with each level he gains.
At the 5th level, the attack gains invuln.


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. 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.

Level 5 will cause a wallbounce in the corner allowing for combo extensions.

Can be used in some corner combos if an opponent is high enough after 2H.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Gran Throw.png
Baby's first mixup
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD 0, 4
GBVS Gran Throw.pngGBVS Gran BackThrow.png
Baby's first mixup
GBVS Gran Throw Hitbox.png


Air Throw
Air Throw
GBVS Gran AirThrow.png
The sky is mine, thanks.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 5 Until L+6 0, 4
GBVS Gran AirThrow.png
The sky is mine, thanks.
GBVS Gran AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Gran OverheadAttack.png
Baby's second mixup
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4
GBVS Gran OverheadAttack.png
Baby's second mixup
GBVS Gran UOH Hitbox1.pngGBVS Gran UOH Hitbox2.png
Frame 26~28 • Frame 29~31


Special Moves

Reginleiv
Reginleiv
236X or S Certified shoto move
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L
L Reginleiv
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 All 15 Total 46 -7 -3 2
GBVS Gran 236L.png
236L/236H
GBVS Gran 236X Hitbox1.pngGBVS Gran 236X Hitbox2.png
Initial projectile hitbox
Cooldown: 32-105F (Technical) 52-125F (Easy)
Easy input damage: 700
M


236M
M Reginleiv
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400, 800 Mid, All 13 4 Total 55 -4 0 2
GBVS Gran 236M.png
236M
GBVS Gran 236M Hitbox.pngGBVS Gran 236X Hitbox1.pngGBVS Gran 236X Hitbox2.png
236M strike • Initial projectile hitbox
Cooldown: 58-118F (Technical) 78-138F (Easy)
Easy input damage: 300, 700
H


236H
H Reginleiv
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350×3 All 15 Total 46 +3 +7 2
GBVS Gran 236L.png
236L/236H
GBVS Gran 236X Hitbox1.pngGBVS Gran 236X Hitbox2.png
Initial projectile hitbox
Cooldown: 516-575F (Technical) 536-695F (Easy)
Easy input damage: 300×3

Projectile. Gran's traditional fireball.

  • L version - It's a fireball, and not a bad one at that.
  • M version - Slashes upward before shooting a projectile. The first slash cancels out projectiles and is a better blockstring ender in the corner.
  • H version - A grown man 3-hit fireball. Use it to win fireball wars since it eats projectiles for you. Or to apply pressure in the corner as the fireball deals no pushback when you attack.
Rising Sword
Rising Sword
623X or 6S Rise Up
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


623L
L Rising Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700, 300 Mid, All 9 2,9 30 -22 KD 4, 3 1~10 All
GBVS Gran 623X.png
GBVS Gran 623X Hitbox1.pngGBVS Gran 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash level 14 (Technical) 10 (Easy)
M


623M
M Rising Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700, 300×2 Mid×2, All 9 2(3)2,17 32 -30 KD 4 1~17 All
GBVS Gran 623X.png
GBVS Gran 623X Hitbox1.pngGBVS Gran 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash level 16 (Technical) 10 (Easy)
H


623H
H Rising Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
950~1400 Mid×3, All 9 2,3,6(23)2(3)2,2,3,3,9 32 -30 HKD 4 1~19 All
GBVS Gran 623X.png
GBVS Gran 623X Hitbox1.pngGBVS Gran 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash level 18 (Technical) 10 (Easy)
First part does 3 hits, second part does 3~6 hits. Both parts can only land a max total of 6 hits.

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.

  • Cooldown Time: L/M: 20f technical, 200f shortcut / H: 480f technical, 600f shortcut
  • 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.
  • M Version: Standard non-H combo ender for damage. Also air unblockable during the early active frames.
  • H Version: Double the uppercuts. Hard knockdown. There is a small gap in-between the two strikes, but the entire first strike is air unblockable.
Override Surge
Override Surge
214X or 4/2S May I introduce you to MY FOOT.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L
L Overdrive Surge
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 13 3 17 -5 -1 2
GBVS Gran 214L.png
GBVS Gran 214L Hitbox1.pngGBVS Gran 214L Hitbox2.png
Frame 13 • Frame 14~15
Cooldown: 20F (Technical) 200F (Easy)
M


214M
M Overdrive Surge
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 16 13 14 -10 to +2 -2 to +10 3
GBVS Gran 214M.png
GBVS Gran 214M Hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
H


214H
H Overdrive Surge
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 13 13 12 +4 to -8 HKD 3
GBVS Gran 214M.png
GBVS Gran 214M Hitbox.png
Cooldown: 480F (Technical) 600F (Easy)

Advancing move. Estimated cooldown 8 seconds.

  • L version is a slash that has short recovery when blocked. It can be followed up by an additional attack, that being 214M.
  • M and H version Performs a kick attack. It's unsafe when point blank, but it can be spaced to be safe and even plus if it hits at the very tip of Gran's boot.

Skybound Art

Tempest Blade
Tempest Blade
236236H or 236S I am the anime protaganist
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236H
Tempest Blade
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3500→2500→2000 Mid 6+5 3(4)9 23 -13 HKD 4
GBVS Gran 236236H Start.pngGBVS Gran 236236H.png
GBVS Gran 23636H Hitbox1.pngGBVS Gran 23636H Hitbox2.png
Frame 11~13 • Frame 18~26
Clash level: 25 (Technical) 20 (Easy)


Metered advancing invulnerable move. Deals big damage but has a short reach. Try using it when you're close to your opponent.

Super Skybound Art

Catastrophe
Catastrophe
236236U or 236S+U No skyfarers are killed during this fight.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236U
Catastrophe
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 All 8+5 Total 98 -18 HKD 4
GBVS Gran 236236U Start.pngGBVS Gran 236236U.pngGBVS Gran 236236U Finish.png
GBVS Gran 236236U Hitbox.png


Invulnerable projectile move. Will be followed by a massive blast by the summoned Proto Bahamut after a successful close-range hit. Will deal a lot of chip damage on block which can setup for a chip kill afterwards. This move is normally completely safe on block, so in order to punish it you'll need to roll under it.

Navigation

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.