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Grappler Grappler is classified as a Grabs type. He is a beginner-friendly character that is specialized in close-range grab moves, characterized by the ability to change move effects by charging them.
- Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
- Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
- Armored Attacks: Grappler has access to Super Armor moves to push through single-hit attacks and punish the opponent, forcing them to reconsider their gameplan.
- Whiff Punishing: Grappler's command grabs and counter can hit any extended hurtboxes, effectively closing the distance between mid to longer range opponents relying on large normals to keep him out.
- Stubby: Grappler's short range and lack of approach tools forces him to rely on predictable options to get in. As such, he greatly struggles against zoner playstyles.
- Exploitable Defense: With his only reversal being a Counter attack, it carries greater risk than traditional reversals in being susceptible to grabs, lows, and projectiles.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Reduces White Damage received when guarding by 80%.
Normal Moves
5A
Fast and hits crouching. Being -2 OB means that it's useful for tick throwing, primarily when used with 4M.
- Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5AA, 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 | 40 | 1 | 1 |
5AA
This low hit lets Grappler demand respect from his 5A. Due to backdashes only being Throw Invulnerable and jumps having decent startup, doing delayed cancels into 5AA is a good way to catch an opponent in startup and score a new knockdown.
- Usually whiffs if 5A air hits.
Cancel Options: 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -1 | 60 | 1 | 2 |
5B
The starter. With low pushback on hit and great scaling, 5B is Grappler's key to massive damage and looping okizeme. If you're too far on hit, though, 2B is the only follow-up that'll hit.
- Can anti-air low opponents.
- +1 on hit.
- Heavily scales juggles.
Cancel Options: 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +1 | 80 | 3 | 2 |
2A
Grappler's fastest button. Useful for tight frame-traps after Neck Snap or mashing out of pressure. Always confirms into 2B.
- Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +1 | 40 | 1 | 1 |
2B
Generous hitbox and good damage. Very commonly used to set up 4S at the end of combos. Long recovery, so its use in neutral should be complimented by 5B.
- Doesn't scale juggles as much as 5B.
Cancel Options: Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | Launch | 80 | 3 | 2 |
j.A
Fast air-to-air that works best while rising.
- Causes fast air tech if not cancelled into j.B.
- Fastest air attack.
Cancel Options: j.B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 40 | 1 | 1 |
j.B
Decent jump-in that'll see less use due to j.S existing.
- Opponent can tech before hitting the ground on air hit.
Cancel Options: Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | - | 80 | 3 | 2 |
Universal Mechanics
Throw
Grappler's own throws are much more useful than the universal one, since the knockback and lack of plus frames puts him back in neutral. Has niche use in mixups when the opponent is cornered, but it's almost always better to use command throws when possible.
- +2 on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) |
Guard Cancel
Short-range and not outstanding as a Guard Cancel, though its vertical range is impressive. However, it's one of Grappler's only good defensive options, so using it properly is necessary.
- Shares animation with 2S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +14 (HKD) | 0 | 3 |
Special Moves
Low Fling
The only command grab Grappler has without spending MP, but it's certainly good. The uncharged version can be used in tick throws with proper timing, while the charged version has 3 hits of super armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). Can be used in combos but isn't recommended, as Grappler has other more useful tools.
- Whiffs on airborne opponents, even in hitstun.
- Can hit crouching opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
High Kick
Useful as an anti-air, letting Grappler dominate the ground game. Arguably his best combo extender, and the charged version launches higher while having 3 hits of Super Armor (loses to low attacks and throws). Unsafe on block, so confirming into it is important.
- Charged version lunges forward.
- Decent pushback on block, making the charged version harder to punish.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Neck Snap
A great pressure tool that forces the opponent to take risks. Uncharged is already plus enough and frametraps with 2A, and charged allows Grappler to follow up with true blockstrings or uninterruptible tick throws. On hit, uncharged leads to a 5A combo while charged leads to unique ground routes.
- Uncharged is +8 on hit.
- Charged is +31 on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 90% | +8 |
Air Steiner
An anti-air hitgrab that works well as a combo ender. The charged version causes a ground bounce which allows for a follow-up juggle or gives enough time to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Despite its implied use, Air Steiner still connects against grounded opponents.
- Switches sides.
- Charged is also -35.
- Always combos into Quaking TigerGuardMidStartup5+0RecoveryAdvantage-.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%, 80% |
Slam Kick
Grappler's best jump-in due to its hard knockdown and range. Charged version ground bounces on hit, allowing for a follow-up juggle or time to OTG. If Grappler charges while falling, Slam Kick won't come out, letting him set up empty lows on unaware opponents.
- If released before finished charging, uncharged Slam Kick will come out immediately.
- Spacing determines if it's punishable on block or not.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
MP Special Moves
Magnumsault
Grappler's OTG attack and a staple in his combos. After inputting it, pressing forward will cause Grappler to leap much farther than normal. Uncharged version is a combo ender without Conversion, charged version launches higher and allows for a follow-up juggle.
- Hits on the way down for extra damage.
- Uncharged version combos directly into AS.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%, 70% |
Seismic Crash
Grappler's "DP", which only works against strikes. It vacuums from anywhere so long as they hit the active counter, but due to its vulnerability on the defense, it's usually better to try and Guard Cancel instead of risking Seismic Crash losing to the opponent's meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. lows.
Seismic Crash shines more as a callout move against characters with bigger pokes, such as Vanguard or Swift Master.
- Loses to projectiles, throws, and lows.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90% |
Shoulder Tackle
Forward advancing armored tackle. One of Grappler's main ways to take screen space. Uncharged and charged are both soft knockdowns, but the charged version wall-bounces on counter hit. Uncharged is only projectile immune, but the charged version has 3 hits of Super Armor (loses to lows and throws).
- The later Shoulder Tackle hits, the more plus it is.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 80% |
Break Down
A powerful command grab which whiffs against crouching Enchantress. Unlike Low Fling, Break Down connects against airborne opponents in hitstun, letting it see use in low anti-air confirms. The charged version does more damage.
The air version is mainly used to finish air-to-air confirms but can connect against grounded opponents. The charged version does more damage.
- Grounded charged version is more plus on KD, allowing for a 5M OTG.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 60% | ||||
j.M | 60% |
Awakening Moves
Sole Bearer: Quaking Tiger
A great combo ender that lets Grappler top off his devastating attacks to close a round. It can connect against airborne opponents, meaning it works after 4S.
- Holding AS will pull the opponent towards Grappler, unless they've been sent flying (i.e. Shoulder Tackle). Releasing will activate it.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •