GBVS/Gran/Combos

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 Gran
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Close-Range
Very Easy


c.XXX > 214L~214M
c.XXX > 236M
c.XXX > 623L
c.XXX > 5U

Gran has the rare privilege of getting knockdowns from close hits without needing cooldowns at all. That being said, his special moves are no slouch either. Overdrive Surge in particular is notable in that it provides him a lot of corner carry.


Poke Conversions
Very Easy


f.L/f.M/2M/f.H/2U > 214L~214M
f.H > 5U

Pretty much everything Gran has confirms into Overdrive Surge. Being a rekka, it's safely bufferable and provides enough time to confirm the hit. He can also use 5U to score knockdowns off of f.H but the okizeme afterwards is pretty lackluster, especially if the opponent decides to tech backwards.


Hard Knockdowns
Very Easy


Anything > 214H
c.XXX > 623H

Spend either one of these cooldowns to get hard knockdown anywhere on screen, leading to easy safejump oki. 214H starts juggle combos in the corner, while 623H grants plenty of meter gain.


Links
Easy


c.L/2L, c.M
2M, c.L
236H, f.M

Gran's standing (and crouching) links generally follow his pressure structure quite well. His 2L is long enough to allow sequences like c.L > 2L, 2L > f.L to connect (note which buttons are chained and which are allowed to recover).

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crouching Confirms
Easy


c.L/2L, f.M/2M
2M, 2L
c.M, c.L

Gran's linking ability greatly increases on crouching opponents, but again it typically follows how his pressure is structured.


Counterhit Confirms
Medium


CH 2L/c.L, c.H
CH c.M/c.H, c.H
CH 2M, f.H
CH UOH, c.H

CH light confirms add lots of damage but are not necessary to play the character. However, c.H confirming into itself on counterhit is Gran's highest damage starter.


Corner Juggles
Easy


... > 214H, c.M > 236H, 2H > 5U, c.H > 623L
Two-CD corner combo that ends in a hard knockdown. Gran can cancel into SBA/SSBA instead of 623L for damage. At farther ranges, 214H will hit later into its active frames and allow for a c.H instead of c.M for a big damage boost.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Anti-Air 2H
Medium


AA 2H > 214Lw~214M, f.L/f.M/2M > 214L~214M/214M
AA 2H > 5[U]

First combo provides really high corner carry at the cost of being somewhat finicky. Which normal you use depends on the height the opponent got hit at and will require some intuition. Ending the combo with 214M gives more damage but is more picky about distance and won't work from f.L.

The second combo is much less damage but overall much easier to confirm. If the opponent is too high they'll flip out before 5U.

Both of these combos are easily CH confirmable due to the starters. If the opponent gets CH by 2H, either don't do the follow-up 214M or cancel the 5[U] charge with a button.

Counterhit Anti-Air 2H
Medium


CH AA 2H > 214Lw, c.H > 214M
CH AA 2H > 214Lw, c.H > 214H, 662H > 5U, 2U

  • Both combos can be done with CH AA 2H > 5[U]~X, 66.

Spending a cooldown almost doubles the damage output and gives Gran a hard knockdown. Spend it.


Spaced 214M


214M, f.L > ...
CH 214M > c.H > ...

Combo Table (WIP)

  • All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
  • Any combo opening with X > 236H can be started with LX, LXX, M, or H; L does not combo directly into 236H on its own. LX results in more damage than LXX due to scaling.
Combo Position Damage Meter Gain Works on: Difficulty Notes
XXX > 214L > 214M Anywhere 1820-2620 20-25% Anyone [1] Very Easy Midscreen bread-and-butter. Go straight to 214M for 50 extra damage but reduced meter gain, no knockdown, and ends up at - frames, which if you're ever put into this scenario where you need to do this you may as well spend 214H instead.
c.L, c.MXX > 214L > 214M Anywhere 2295 23% Anyone [2] Easy c.L link into c.M auto combo. Good hitconfirm and frame trap, safe to end at c.M if it didn't hit.
2L, 2L, f.L > 214L > 214M Anywhere 1910 16% Anyone [2] Easy 2L link confirm. Can also start from c.L for identical damage.
X > 214H, c.M > 236H, 2H > 5U, 2U > 4G Corner 4261-5036 31-36% Anyone [3] Medium Optimal safe-jump combo. Switch 2U out with c.H for SBA/SSBA if you have the meter.
X > 214H, c.M > 236H, c.H > 623H Corner 4377-5079 47-49% Anyone [3] Medium EX damage dump combo. Generally worse than the above safe-jump route from the same starter; spends more EXes for very little damage increase.
XXX > 236H, f.M > 214L > 214M Midscreen 2700-3500 32-37% Anyone [2] Easy Extended autocombo bnb spending 1 cooldown. You can change the ender into 214H for better knockdown in exchange for spending 2 cooldowns, but this won't be reliable after CH starter links, such as CH M and CH H links due to increased pushback. At that point Rush will be needed to have 214H be reliable again.
X > 236H, c.H > 214H, c.M > SSBA Corner Crouching 4534-6534 -100% Anyone [3] Medium From Gran's combo trial. Crouching only confirm.
CH UOH, c.HX > 236H, f.M > 214H Anywhere 4200 31% Anyone [3] Medium From Gran's combo trial. Counter Hit Overhead confirm.
CH 5U > c.H > 236H > c.H > 214H > c.H > SSBA Corner 6800-7672 -100% Anyone [5] Very Hard One of the hardest hitting combos Gran has to offer, even more so on Lvl 4 5U. Can end in DP (if available), 5U, or 2U (for HKD) for obviously less damage.
CH 2H > 214L (whiff), c.HXX > 214M Anywhere 3445 26% Anyone [2] Easy Mostly universal anti-air that's pretty easy to pull off. Really good corner carry. Depending on positioning you can omit one Auto Combo hit for more consistency in exchange for less damage (3320).
2H > 214M Anywhere 2200 11% Anyone [2] Easy AA combo that only works against low to the ground characters, like Metera from her 5U hops.

Combo Theory

Midscreen, autocombo into 214L > 214M is your go-to. Ending in 236X or 623X can net you very slightly more damage, depending on button strength, but nets far less corner carry and follow-up pressure.

In the corner, the general idea is to confirm into either H Overdrive Surge AKA EX Boot AKA 214H for the wall bounce into juggle combo or H Reginleiv into a grounded combo. H Overdrive Surge will combo from far pokes and gives better reward if you're willing to use up your EX Moves and meter, while H Reginleiv is much safer to use but gives no combo at max range pokes.

EX boot's corner carry and wallbounce also open up several combo routes for Gran while his opponent is near the corner. Because EX boot while near the corner will cause the opponent to wallbounce back into Gran's threat range, he can follow it up with his normal 214H corner routes (and use c.H instead of the c.M that the 214H corner opening usually requires). This includes the optimal safejump route given above, but what routes are available varies depending on exactly how far from the corner you are, as the opponent will wallbounce at different heights.

Video Examples

Extra Resources

Squall's Combo Doc: https://docs.google.com/document/d/1SVYB8ounYaHI1FUSNoSiG86Is_rsbGkxhZRLI6FQeJo/

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