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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GBVS U Prompt.png becomes 236U.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c = Close
f = Far
j = Jump
hj/sj = High Jump/Super Jump
= After landing.
CH = Counter Hit
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
BB = GBVS Beelzebub Icon.png Beelzebub
BL = GBVS Belial Icon.png Belial
CA = GBVS Cagliostro Icon.png Cagliostro
CL = GBVS Charlotta Icon.png Charlotta
DJ = GBVS Djeeta Icon.png Djeeta
EU = GBVS Eustace Icon.png Eustace
FR = GBVS Ferry Icon.png Ferry
FT = GBVS Ladiva Icon.png Ladiva
GR = GBVS Gran Icon.png Gran
KT = GBVS Katalina Icon.png Katalina
LN = GBVS Lancelot Icon.png Lancelot
LW = GBVS Lowain Icon.png Lowain
MT = GBVS Metera Icon.png Metera
NM = GBVS Narmaya Icon.png Narmaya
PC = GBVS Percival Icon.png Percival
SO = GBVS Soriz Icon.png Soriz
VS = GBVS Vaseraga Icon.png Vaseraga
ZT = GBVS Zeta Icon.png Zeta

Combo List

  • 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 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.
c.L, c.MXX > 214L > 214M Anywhere 2295 23% Anyone 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.
X > 214H, c.M > 236H, 2H > 5U, 2U > 4G Corner 4261-5036 31-36% Anyone Medium Optimal safe-jump combo. Switch 2U out with c.H for SSA if you have the meter.
X > 214H, c.M > 236H, c.H > 623H Corner 4377-5079 47-49% Anyone 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.
X > 236H, c.MXX > 214L>214M Corner 2710-3765 40% Anyone Easy Basic corner combo, only works point blank such as after a Auto Combo. You can link into 2U instead for a knockdown into safe-jump.
X > 236H, c.H > 214H, c.M > SSBA Corner Crouching 4534-6534 -100% Anyone Medium From Gran's combo trial. Crouching only confirm.
CH Overhead, c.HX 236H, f.M > 214H CH Overhead Anywhere 4200 31% Anyone Medium From Gran's combo trial. Counter Hit Overhead confirm.
5U > c.H > 236H > c.H > 214H > c.H > 5U Corner 6114-6452 39% Anyone Very Hard Loses the corner, needs to be spaced out from the corner slightly. Requires 5U charge of level 4 or higher. Can end with SSBA for additional damage if you have the meter.
CH 2H > 214L (whiff), c.HXX > 214M Anywhere 3445 26% Anyone Easy Mostly universal anti-air that's pretty easy to pull off. Really good corner carry.
2H > 214M Anywhere 2200 11% Anyone 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 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