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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 |
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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; corner carry is equivalent. |
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 safejump 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 safejump route from the same starter; spends more EXes for very little damage increase. |
X > 236H, 2H > 214M, 2U > 4G | Corner | 3360-4310 | 28-30% | Anyone | Easy | Basic corner combo. Only spend one EX and get a safejump afterward by holding 9. |
X > 236H > 2H > 214M > c.M > SBA/SSBA | Corner | 5972 with SBA, 6445 with SSBA | -100% | Anyone | Medium | Taken from the Gran combo trial. Can end with 623X instead of super for reduced damage (~4750), but this gives up the safejump option from the above combo for comparatively little gain. Could also end with 214H > 2U for 5146, but this gives up the corner. |
X > 236H > 5HH > 626H | Corner | 3265-4276 | 41-44% | Anyone | Medium | Will often result in 4190 damage rather than 4276; in order to get the maximum damage, c.HX must be delayed very slightly. |
X > 236H, c.H > 214H, c.H > SBA | Corner | 4710-5921 | -100% | Anyone | Easy | Loses the corner. Depending on the distance, you might get f.H instead of c.H after 236H. |
X > 236H > c.H > 214H > c.HXX | Corner | 3995-5033 | 36-38% | Anyone | Easy | Loses the corner. Can end with 2U instead of c.HXX for 4449 damage. |
X > 236H > c.H > 214H > c.H > 626H | Corner | 4233-5327 | 46-50% | Anyone | Hard | Loses the corner. Immediate 626H after last c.H as it connects. |
X > 236H > c.H > 214H > c.H > 5U | Corner | 4230-5684 | 33-36% | Anyone | Hard | Loses the corner. Requires level 2 or higher 5U charge stored previously. |
X > 236H > c.H > 214H > c.HX > SBA | Corner | 4895-6230 | -100% | Anyone | Medium | Loses the corner. Lose some damage with easy input SBA. |
5U > c.H > 236H > c.H > 214H > c.H > 5U | Corner | 6114-6452 | 39% | Anyone | Very Hard | Loses the corner. 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 (or straight into 214M for 50 more damage but less meter) 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 EX fireball to start a juggle. It's particularly important to note that, if the opponent is already being juggled, EX boot will cause them to wallbounce over Gran, losing the corner; this means that, if you want to keep the corner, you'll generally follow the EX fireball with a hit into medium boot rather than EX boot, which nets less damage but can be followed up with a sweep to set up a safejump, and which spends only one EX.
Alternatively, you can open the combo with confirm into EX boot. If the opponent is not yet airborne, the wallbounce will not go over Gran, allowing for followups that keep the corner, but c.H will be too slow to catch the opponent bouncing, necessitating the use of c.M instead.
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.
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