GBVSR/Gran: Difference between revisions

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Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on {{clr|U|U Overdrive Surge}} for combo extensions and corner carry, {{clr|U|U Reginleiv}} to shut down zoning, or either super to restore his Bravery points and take those of his opponent.
*Requires 25% meter.
*Requires 25% meter.
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.

Revision as of 10:48, 4 January 2024

Overview

Overview

Gran is a versatile ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground., DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.

Perhaps Gran's most appealing aspect is the satisfaction of landing an attack in corner, as it nets significant reward for him. Meanwhile, his greatest shortcoming is also his greatest asset: his simplicity. His approach can often be predictable and he can struggle going into matchups that can keep him out of range.

Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.
Gran
GBVSR Gran Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Gran is a well-rounded character with an emphasis on close-range pressure.

Pros
Cons
  • Simple and Strong: Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.
  • Corner Controller: c.L, 66L, 2L his plus on block 2M, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well.
  • Anti-Airs: Between 2HGBVSR Gran 2H.pngGuardMidStartup11Recovery24Advantage-13, 623HGBVSR Gran 623X.pngGuardMid×3, All×3Startup11Recovery32Advantage-30, and f.HGBVSR Gran fH.pngGuardMidStartup9Recovery21Advantage-9, Gran can intercept jumping opponents quite easily at any range.
  • Damage: High damage off most hits and crushing damage in the corner further accentuates his strengths. Counterhits and anti-airs are especially brutal, typically breaking 5K for one cooldown near the corner.
  • Short Reach: The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.
  • Cooldown Cycling: Gran does not have reliable ways to cycle his cooldowns during combos without situational starters (antiairs, far wall bounces) often leading to low damage on the second hit.
  • Bad Supers: Tempest BladeGBVSR Gran 236236H.pngGuardMidStartup6+5Recovery23Advantage-13 is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. CatastropheGBVSR Gran 236236U.pngGuardAllStartup8+5RecoveryTotal 99Advantage-18 is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

Gran's fastest button, with high frame advantage on block allowing for powerful frame traps and tick throws. Ideal for starting pressure or stealing turns during the opponent's offense.

  • Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, 2U
  • Crouching: f.H
  • Crouching Counter Hit: 2H

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 12 0 +4

Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up c.L's. Due to the higher attack level, c.M will beat the jab cleanly and score a counter hit.

  • Links into Crouching: c.L
  • Counter Hit: f.L, 2L, c.M, 2M, f.M, c.H, 2U
  • Crouching Counter Hit: f.H

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 8 4 18 -3 +1

Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than 66H. The high reward can make this a tempting frame trap option from c.L but if the opponent doesn't take the bait Gran will be forced to use H Reginleiv to stay plus on block.

  • Links into Counter Hit: c.L, f.L, 2L, 66L, c.M, f.M, 2M, 66M, c.H, f.H, 2H, 2U

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD +30
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their Ultimate versions) if the special cancel is delayed as much as possible. H Reginleiv is Gran's strongest option as it's plus on block and combos into f.M mid-screen or c.M in the corner.


c.XXX

Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.

  • Launches the opponent away on air hit.

c.XX6M

Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.

  • Grants hard knockdown on counter hit.

c.XX6H

Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.

  • Grants hard knockdown on counter hit.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5

A fast close range poke that is plus on block. Used in much the same way as c.L, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.

  • Links into Crouching: f.L, 2L
  • Counter Hit: 2M, f.M, 2U

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 3 18 -6 -2

Gran's fastest and farthest reaching poke. Can frame-trap the opponent with L Overdrive Surge or H Reginleiv if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after H Reginleiv or fully charged 5U. Combos into Tempest Blade even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 9 5 21 -9 -5

Has more start-up and recovery as well as less range than f.M, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as f.M's faster start-up and c.H's range make either impossible to combo with or sub-optimal respectively.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into c.L once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.

Cancels into: c.L, f.L, 2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 5 9 +1 +5

Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than f.L.

  • Links into: c.L
  • Crouching: f.L, 2L, c.M
  • Counter Hit: f.M, 2M, c.H, f.H, 2U

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 24 -13 -9

Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into M Overdrive Surge can net a combo into f.M, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing L Overdrive Surge allows for a link into c.H. While the slow start-up makes it difficult to use mid-combo, corner juggles into H Reginleiv can combo into it where it can then be canceled into 5U for a link into c.H.

  • Launches airborne opponents on hit.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 7 6 21 -12 HKD +43 3-27 Low Profile

Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than 2L but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use j.H right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or 2M. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.

  • Links into: c.L, f.L, 2L, c.M
  • Crouching: f.M, 2M, 2U,
  • Counter Hit: c.H
  • Crouching Counter Hit: f.H

66M

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 15 4 23 -8 +10

Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from H Overdrive Surge.

  • Crumples the opponent on hit.
  • Launches the opponent away on air hit.
  • Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, f.H, 2U
  • Counter Hit: 2H

Air Normals

j.L

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 High/Air 12 8 Until L+1

Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.


Unique Action

Power Raise

5U

No results
Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are: nothing (no effect visible), grey, green, blue, and purple.

The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.

Used as a combo extender in the corner if the opponent is juggled high enough after 5H or 2H, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block if not spaced properly.

At level 5, the added range and invulnerability coupled with the guaranteed wall bounce turns this move into a terrifying neutral tool—one that can blow through any poke, projectile, and even some supers. The threat of Gran fully charging to Level 5 can urge an opponent to approach him and stop him from charging, allowing for potential mindgames in both neutral and pressure.

  • Launches opponents away on hit.
  • Wall bounces the opponent in the corner on counter hit.
  • Base damage increases with charge level.
  • Level 3 and 4 wall bounce the opponent in the corner.
  • Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 HKD +44

Forward throw knocks opponent far away, back throw switches sides and keeps the opponent close. The frame advantage from the knockdown is high enough to dash in and hit the opponent with meaty close normals. Grants auto timed safe jump-oki, simply hold up-forward and Gran will jump as soon as possible.As his light normals and 2M are all advantageous on block, Gran has many opportunities to tick throw the opponent. His throw range can be extended by plinking it with the dash button, making Gran's throws more likely to connect after extended pressure.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15

Universal combo extender and guard break tool. Much like with his throws, Gran's Raging Strike is very easy to implement into his pressure thanks to his myriad options for plus frames. Fantastic horizontal range but poor vertical range despite what the animation implies. Can forgo the follow-up Raging Chain and still net a combo if the opponent is cornered and Gran is close to them.

  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 13 5 17 - +15

Despite the low meter cost, rarely sees use as it Gran prefers to spend meter on U Overdrive Surge for combo extensions and corner carry, U Reginleiv to shut down zoning, or either super to restore his Bravery points and take those of his opponent.

  • Requires 25% meter.
  • Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 [1-?] All
  • Requires a Bravery Point.
  • Requires to be in blockstun.
  • Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.


Special Moves

Reginleiv

GBVS Fireball.png 236X or S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 14 Until hit Total 45 -7 -3
236M 400, 800 Mid, All 13 10(4)Until hit Total 55 -4 KD +24
236H 400×3 All 14 Until hit Total 45 +3 +7

Projectile. Gran's traditional fireball.


236L

Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.


236M

Gran slashes upward before shooting out a projectile. Despite first hit being a slash, it can cancel out projectiles, which is useful to turn projectile wars more in your favor. The delay is also helpful in throwing off your opponent's timing when trying to dodge 236L. In blockstrings, it serves as a better ender than 236L due to the pushback and better advantage.

First slash knocks grounded enemies into the air and forces an air recovery.


236H

A grown man 3-hit fireball, primarily a combo and pressure tool.

H Reginleiv does NOT knockdown standing opponents, but instead leaves them standing. Depending on distance and the state of the opponent, it can be followed by c.M when close standing, c.H when close airborne, and f.M when far. It is also worth throwing out when applying pressure in the corner. H Reginleiv can also frame trap from cXX, albeit in a rather tight window.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 5F after contact or disappear 2
236M 5F after contact or disappear 2
236H 420F after contact or disappear 2

236L:

  • 1-40F counterhit state


236M:

  • 1-40F counterhit state


236H:

  • 1-40F counterhit state

Rising Sword

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 500×2 Mid, All 6 2,9 30 -16 KD +27
623M 400×2, 300 Mid×2, All 9 2(3)2,17 32 -30 KD +15 1~17 All
623H 400, 200×2, 300, 200×2 Mid×3, All×3 11 2,3,6(23)2(3)2,2,3,3,9 32 -30 KD +27 1~21 All

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.


623L

The L version is not invulnerable, so its main use is to anti-airing where 2H cannot consistently hit (Katalina j.U, for example). Also completely air blockable, but punishing for opponent can be difficult considering how fast the cooldown is after you can DP again.

Hitting this move high in the air will allow a combo afterwards due to its long untech. Depend on distance, a close normal is even possible.


623M

The M version is invulnerable, and is the fastest option for resourceless invincible reversal. As they recovers mid-air, it effectively resets you back to neutral.

M versions is air unblockable on the first two active frame intervals only.


623H

H version grants a techable knockdown, which can be useful for reversing a sticky situation. In combos, it can act as an ender, or as a combo filler after a juggled c.M if it hits high enough.

H version is air unblockable for the first rise of the move, but not the second. Note that there is a small gap in-between the two strikes where daring players can attempt a counter hit punish.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
623L 20F starting 3F 4, 3
623M 240F starting 3F 4
623H 600F starting 3F 4

623L:

  • Airborne 8-35


623M:
623H:

  • First part does 3 hits, second part does 3 hits. Both parts can only land a max total of 6 hits

Overdrive Surge

GBVS Charge.png GBVS Tackle.png 214X or 4/2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 700 Mid 13 3 17 -5 to -3 -1
214L~214M 500 Mid 13 13 12 -10 KD +16
214M 1200 Mid 16 13 14 -10 to +2 -2 to +6
214H 1800 Mid 13 13 15 -11 to +1 KD +25 to KD +37

Gran's advancing move and main combo tool for knockdown and damage.


214L

Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into 214M on hit or block, which can be used to test your opponent's willingness to mash after 214L lest they risk a Counter Hit 214M.

On hit, 214L > 214M serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.


214M

Gran dashes forward with his foot out and covers a lot of horizontal space in front of him. Minus on grounded hit, and as it does not knock down on grounded hit you'll lose your turn should you end grounded combos with this.

On block safety ranges depending on the range used: at point blank, Gran is extremely punishable, however at farther lengths it can be spaced out to be safe and at most be slightly plus on block. On Counter Hit causes extended hitstun for a follow-up combo, but doesn't allow for a combo at point blank. Doesn't reliably combo from far pokes without a counter hit.


214H

Similar to 214M, but Gran dashes forward faster, allowing far normals to combo into it. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups.

Has slightly better on-block values but still punishable if used incorrectly.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L 20F starting 3F 2
214L~214M 0 2
214M 20F starting 3F 3
214H 420F starting 3F 3

214L:

  • Cancelable into followup frame 14-19


214L~214M:

  • Airborne 9-24


214M:

  • Airborne 12-27


214H:

  • Airborne 9-24


Ultimate Skills

Ultimate Reginleiv

GBVS Fireball.png 236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 All 11 Until hit Total 32 -4 HKD +52
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Gran's traditional fireball except it travels even faster and has higher clash level compared to almost all other projectiles, making it ideal for winning fireball wars.

It is not plus on block and should not be used as a pressure tool. Causes a hard knockdown, and has no useful combo meanings other than a combo ender for hard knockdown.

Ultimate Rising Sword

GBVS Parry.png 623U or 6S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
300×6 [700, 300×2, 700] Mid 8 2(1)1,2,1,2,4 42 -25 HKD +43 1-20 All
  • Requires 50% meter, and does not refund.

A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.

Ultimate Overdrive Surge

GBVS Charge.png 214U or 4S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200×2 Mid 11 7(10)3 20 [11] -6 HKD +60
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

A version of Overdrive Surge with incredibly fast startup. Can be used in place a reversal to break free from certain frametraps, or punish the recovery. It is punishable on block so it is not your go-to neutral move however.

Ground bounces on hit and can combo into c.M afterwards. As it leads into a hard knockdown, it is useful for setting up safejumps after combos.

Skybound Art

Tempest Blade

236236H, 236S or L+M+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500, 3000 Mid 6+5 3(4)9 23 -13 HKD (+42) 1-13 Full

Gran charges up his sword with energy and stabs the opponent, blasting them away. Deals big damage but the first hit has a short reach. Try using it when close to the opponent as the damage dropoff is drastic without the cinematic hit from close range.

Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.

  • Recovers 1 Bravery Point for Gran during superflash.
  • Removes 1 Bravery Point for the opponent on close hit only.
  • 50% minimum damage: 2250 (750, 1500)


Super Skybound Arts

Catastrophe

236236U, 236S+U or L+M+U+S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
960×2, 360×2, 3000 [800×5] All 8+5 Total 99 -18 HKD +45 1-18 Full

Gran charges and throws out an invulnerable projectile move. It can travel across the screen, but if it hits at close range it will be followed by a massive blast by the summoned Proto Bahamut. Deals a lot of chip damage on block which can setup for a chip kill afterwards.

  • Recovers 1 Bravery Point for Gran during superflash.
  • Removes 2 Bravery Points for the opponent on close hit only.
  • 50% minimum damage: 3000 [2000]

Eternal Edge

During the first hit of Tempest Blade, 236U, 236S+U or S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
120×30, 840 [100×30, 700] Mid 7 HKD +40

An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.

The wallbounce from the blast leaves the opponent right next to Gran, allowing for better okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. As it's a Super Skybound Art, it removes a second Bravery Point from the opponent on hit including if a first was removed by Tempest Blade, but does not restore a second for Gran himself.

Doing technical input only for this part will not affect the damage; only the input of Tempest Blade matters.

  • Removes 1 Bravery Point for the opponent.
  • 50% minimum damage (combined with 236236H): 2970 [2000]


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Gran Color 01.png
GBVSR Gran Color 02.png
GBVSR Gran Color 03.png
GBVSR Gran Color 04.png
GBVSR Gran Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Gran Color 06.png
GBVSR Gran Color 07.png
GBVSR Gran Color 08.png
GBVSR Gran Color 09.png
GBVSR Gran Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Gran Color 11.png
GBVSR Gran Color 12.png
GBVSR Gran Color 13.png
GBVSR Gran Color 14.png
GBVSR Gran Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Gran Color 16.png
GBVSR Gran Color 17.png
GBVSR Gran Color 18.png
GBVSR Gran Color 19.png
GBVSR Gran Color 20.png
Color 21
EX
GBVSR Gran Color 21.png
GBVSR Gran Color EX.png
Weapons
01
02
03
04
GBVSR Gran Weapon 01.png
GBVSR Gran Weapon 02.png
GBVSR Gran Weapon 03.png
GBVSR Gran Weapon 04.png
05
06
07
08
GBVSR Gran Weapon 05.png
GBVSR Gran Weapon 06.png
GBVSR Gran Weapon 07.png
GBVSR Gran Weapon 08.png
09
GBVSR Gran Weapon 09.png


Navigation

 Gran
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