GBVSR/FAQ

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Frequently Asked Questions

What is Granblue Fantasy Versus: Rising?

Granblue Fantasy Versus: Rising (or GBVSR) is the sequel to Granblue Fantasy: Versus (or GBVS) released on 2020. Unlike most similarly style anime fighters, GBVSR features more of a focus on Footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. and having a solid neutral and ground game. The game is well-known for its simplified input system and accessible characters. GBVSR has both crossplay and rollback netcode.

Is this a separate game from GBVS?

GBVSR is an entirely new game, featuring new mechanics, stages and characters and online modes. Some save data from GBVS (such as purchased character skins, weapon skins and EX skins) will carry over if you have a save file.
GBVSR is not an upgrade-style purchase. It exists separate to GBVS.

What characters are in this game?

All 24 characters from GBVS will be available at launch, including those that were previously DLC. As well as that, the game has 4 additional new characters at launch -  Anila,  Grimnir,  Nier and  Siegfried.
The game will also have 6 additional characters that'll be released after launch as DLC.

  •  Lucilius released on January 16th.
  •  2B released on February 20th.
  • Vane releases in April.
  • Beatrix releases in May.

What's included in the Free Version?

GBVSR's Free Version allows for both offline and online play, with some restrictions, such as not being able to enter private lobbies. The available cast of characters are  Gran, as well as 3 other characters that'll rotate on a regular basis.

Some notable differences are as follows:

  • The available cast of characters are  Gran, as well as 3 other characters that'll rotate on a weekly basis.
  • Certain Training mode features are disabled.
  • Story mode is limited.
  • Private room features are disabled.
  • Character unlocks are capped at level 80.

For detailed information on the Free Versions restrictions, see the Official Product Page.

Who should I play/how do I play X?

The ultimate answer is to play whoever you want! Every character can be viable with enough practice. As to how to play each character, you can refer to their individual page for more info.

So should I start with a "beginner character"?

No, you should start and play with whoever you jive with and enjoy the most! Every fighting game is difficult, so you're better off picking someone you like rather than someone you might get bored with. A "beginner character" won't necessarily help with the harder mechanics of the game nor help you with someone you actually want to play.

Okay, but who are the easiest characters?

This is always a question that veterans are hesitant to answer, because every character is difficult in the long run. If you want a character with simple execution upfront,  Gran,  Djeeta and  Katalina are recommended by most people to be the easiest at a beginner level.

You can also see the ease of use column in the character selection to know how high is their execution requirement.

Who is top tier?

Game is too early.

Mechanics

What is the difference between GBVS and GBVSR?

Quite a lot. We have complied the differences into this table:[Show/hide]

System

Input system

Same as in GBVS, specials can be performed using a traditional motion input (referred to in-game as a "technical" input) or an associated Skill Input. In GBVSR however, Technical Inputs performed from cancelling a normal are identical to when using the Skill Input equivalent: both input method shares the same cooldown, same damage, and same properties.

Performing a technical input from outside of a cancel (such as in neutral, a reversal or a link inside a combo) will have a 10% damage increase (and increased chip damage) for that move. Other properties remains the same.

Bravery Points

Bravery Points is a new type of resources introduced in GBVSR. You start the round with 3, and they are depleted when being hit by certain actions, or using certain moves. Having a low stock of Bravery Points will increase the amount of damage you take.

Other notable system changes
  • Walking now gives you more meter (more than running!).
  • Overall health increase; this is more or less offset by the damage penality caused by low stock of Bravery Points.

Offense

Removed from GBVS
  • The Universal Overhead (M+H) is removed.
  • Rush (6M+H with 50% SBG) is removed.
  • Overdrive ([G]+M+H with 100% SBG) is removed.
Added in GBVSR
Raging Strike

Replaces Universal Overhead from GBVS. Raging Strike is a universal guard crush, that allows for combos in the corner and anywhere on the screen if the opponent has no Bravery Points. When used in combos, acts as a launcher. Costs a Bravery Point.

Raging Chain

A universal followup to Raging Strike that allows for combos anywhere on the screen for 25% Skybound Gauge.

Triple Attack Enders

An addition to GBVS' autocombo/Triple Attack system and as a replacement for the lost of universal overheads, each character now can change the third hit of their Triple Attack into either a low or an overhead. Pressing 6M performs the low, and pressing 6H performs an overhead. In exchange for their mixup properties, these attacks cannot be cancelled into any specials.

Dash Attacks

Inputting an attack button during a dash will perform a dash attack. These attacks are denoted as 66X. Holding 4 while inputting a button during or after a dash will result in the neutral version of that button's attack.

Defense

Removed from GBVS
  • Backshift (4M+H with 50% SBG) is removed.
Added in GBVSR
Brave Counter

Brave Counters are universal Guard Cancel An attack which can be performed while the user is in blockstun. similar to Guilty Gear's Dead-Angle or Blazblue's Counter Assault attacks. These cost a Bravery Point.

See GBVSR/Mechanics for more details.

What is the difference between GBVSR and X?

Every other fighting game is wildly different from each other, in short. You don't necessarily compare them for the sake of "game X is better than Y". Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:

Other Arc System Works game (or anime/airdasher/combo-based fighting games)
GBVSR in most people's view, doesn't count as a combo-based fighting game, due to the lack of movement options and pressure structures. Comparing GBVSR with any other ASW games or similar would be meaningless, as they fundamentally plays different.
Street Fighter


How many buttons do I need?

5 is mandatory to access all the features: L, M, H, U and G. For those who play with simple inputs, the skill button S is also needed, summing up to 6 buttons.

  • The Skill button is highly recommended even for those who will mainly do motion inputs, as it gives access to consistent 1-button reversals. It is also mandatory on charge characters like Eustace, Vaseraga and Charlotta as it allows performing special moves without charging first.
  • The Dash button is not mandatory for those who can dash consistently, but it can give a faster dash normal that helps overall. Instant 66L in particular is an important and very common tool.
  • The Throw button is helpful as it gives access to the Skill+Throw macro for supers. However, throws can also be performed with L + M or L + U, and the super shortcut can be done with S + L + (M / U)
  • The macro M + H is not mandatory; it is mostly helpful for those who have problems with combined inputs.

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