Notation
This page uses Numpad Notation, meaning that moves like for example + , + or + will be written as 236L, 623M and 6H respectively ("X" means "any button"). It is recommended that you familiarize yourself with Numpad Notation before reading further.
Key Moves
Pressuring the Opponent
Controlling Grounded Neutral
Whiff Punishing
Anti-Airs
Controlling the Air
Combos
Basic combo structure based on starters and position. Check the combo page for an detailed list.
Starter | Position | Enders |
---|---|---|
f.L or Triple Attack | Anywhere | 214L > 214M |
f.L or Triple Attack | Anywhere | 5U |
c.L | Anywhere | c.MXX > 214L > 214M |
Pressure
Gran's pressure is fairly safe, having some moves like c.L and f.L which are +4 and +1 on block respectively, with an optional 236L to catch mashers. These moves also give you lots of opportunities for a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from., forcing opponents to be aware of this option, or resetting pressure with dashes (though countered by abare An attack during the opponent's pressure, intended to interrupt it.).
Blockstring | Frame Advantage | Notes |
---|---|---|
2L > 2L > f.L | +1 | Low mixup, ending with 236L gives up turn but is more safe |
c.L > 6 > c.L | +4 | More options afterward like tick throw, reset pressure, or Raging Strike |
f.M > 236L | -3 | Deals some chip but ends turn. |
52% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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19/20 |
Combos |
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8/10 |
Strategy |
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0/20 |
Matchups |
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0/20 |
Frame Data |
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25/30 |
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Click here for the scoring criteria to assess character page completion.
Click here for the scoring criteria to assess character page completion.
System Pages
Mechanics
Application & Advanced Information
Archived Information