GBVS/Gran: Difference between revisions

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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cL.png |Assert your protag pressure with a backfist.
GBVS_Gran_cL.png |Assert your protag pressure with a backfist.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cL_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====


Gran's fastest button for pressure, great for frame traps and tick throws. It can link into {{clr|3|c.M}} on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.
Gran's fastest button for pressure, great for frame traps and tick throws. It can link into {{clr|2|c.M}} on regular hit for a hitconfirm. When done meaty, it can avoid some of the slower reversals.
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cM.png |
GBVS_Gran_cM.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cM_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====
A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit.
A good upclose tool, post-nerf it is mostly combo filler but can frametrap against 6f {{clr|1|c.L}} characters due to attack level. Can link into {{clr|1|c.L}} on crouching hit.
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cH.png |  
GBVS_Gran_cH.png |  
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_cH_Hitbox1.png |Frame 8
GBVS_Gran_cH_Hitbox2.png |Frame 9~11
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, so much so that it can link into either itself or f.H depending on distance, allowing for a high damage combo in the corner.
Highest damage button that goes into auto combo, better choice for combo filler for the extra damage when applicable. Puts the opponent in huge hitstun on Counter Hit, so much so that it can link into either itself or f.H depending on distance, allowing for a high damage combo in the corner.
</div>
{{CloseCard}}
</div>


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
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[[File:GBVS_Gran_5XXX.gif|275px]]
[[File:GBVS_Gran_5XXX.gif|275px]]
Example using {{clr|1|5L}} string.
Example using {{clr|1|5L}} string.
</div>
{{CloseCard}}
</div>
</div>
</div>


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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fL.png |
GBVS_Gran_fL.png |
</gallery>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fL_Hitbox1.png |Frame 6
GBVS_Gran_fL_Hitbox2.png |Frame 7~8
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into {{clr|1|214L}}>214M to round out a punish, but the cancel window is fairly tight.
A faster close range poke at 6 frames, so it can punish some things from further away. Can combo into {{clr|1|214L}}>214M to round out a punish, but the cancel window is fairly tight.
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fM.png |
GBVS_Gran_fM.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fM_Hitbox1.png |Frame 8
GBVS_Gran_fM_Hitbox2.png |Frame 9~10
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====
His go to poke. Has the farthest reach of his normals and reaches far for its speed.  
His go to poke. Has the farthest reach of his normals and reaches far for its speed.  
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|4|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fH.png |Spin to win
GBVS_Gran_fH.png |Spin to win
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_fH_Hitbox1.png |Frame 10~11
GBVS_Gran_fH_Hitbox2.png |Frame 12~14
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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|}
|}
==== ====
==== ====
Has slightly less range than his {{clr|3|f.M}}, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.
Has slightly less range than his {{clr|2|f.M}}, but pulls his hurtbox back a bit. Great for counter poking. It has enough range to hit after you end your string with a fireball and doing so can catch mashing, but it's not recommended to do all the time because there are moves that will beat it.
</div>
{{CloseCard}}
</div>
===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2L.png |
GBVS_Gran_2L.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2L_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====


Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and {{clr|3|c.M}}. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into {{clr|1|214L}}>214M for knockdown
Good range {{clr|1|2L}} that can link into itself as well as {{clr|1|c.L}} and {{clr|2|c.M}}. Really strong pressure tool as it works for low mixup and a frame trap. Can confirm into {{clr|1|214L}}>214M for knockdown
</div>
{{CloseCard}}
</div>
===<big>{{clr|2|2M}}</big>===
===<big>{{clr|3|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2M.png |T-Pose to assert dominance
GBVS_Gran_2M.png |T-Pose to assert dominance
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2M_Hitbox1.png |Frame 7~8
GBVS_Gran_2M_Hitbox2.png |Frame 9~11
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====
Good poke and common combo tool. +1 on block, making it a decent choice to use.
Good poke and common combo tool. +1 on block, making it a decent choice to use.
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2H.png |Time to do that combo I saw on twitter
GBVS_Gran_2H.png |Time to do that combo I saw on twitter
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2H_Hitbox1.png |Frame 10~12
GBVS_Gran_2H_Hitbox2.png |Frame 13~15
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====


Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff {{clr|1|214L}}>{{clr|4|2H}}>{{clr|3|214M}} is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route. As of 2.0 Patch the increased start-up and the nerfs to many of Gran's other moves have made many corner combos unreliable at best or impossible to do. Notably corner {{clr|4|2H}}>{{clr|2|5U}} is not only harder to go into but can't loop into itself reliably anymore.
Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff {{clr|1|214L}}>{{clr|3|2H}}>{{clr|2|214M}} is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route. As of 2.0 Patch the increased start-up and the nerfs to many of Gran's other moves have made many corner combos unreliable at best or impossible to do. Notably corner {{clr|3|2H}}>{{clr|4|5U}} is not only harder to go into but can't loop into itself reliably anymore.
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2U.png  |
GBVS_Gran_2U.png  |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_2U_Hitbox1.png  |Frame 7~8
GBVS_Gran_2U_Hitbox2.png  |Frame 9~10
GBVS_Gran_2U_Hitbox3.png  |Frame 11~12
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Gran's sweep. 2nd farthest normal poke. It low profiles normal projectiles. Sets up for a safejump on its own and sets up for high damage combos.
Gran's sweep. 2nd farthest normal poke. It low profiles normal projectiles. Sets up for a safejump on its own and sets up for high damage combos.
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jL.png    |
GBVS_Gran_jL.png    |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jL_Hitbox.png    |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Gran's fastest air normal. Has active frames from startup until it hits the ground.
Gran's fastest air normal. Has active frames from startup until it hits the ground.
</div>
{{CloseCard}}
</div>
===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|3|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jM.png |
GBVS_Gran_jM.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jM_Hitbox1.png |Frame 6~8
GBVS_Gran_jM_Hitbox2.png |Frame 9~12
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====


Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by {{clr|2|j.U}}, but it's good to know that it's there.
Gran's best air-to-air normal. Has a small cross-up hitbox at the very beginning. It's use as a crossup is mostly outshined by {{clr|4|j.U}}, but it's good to know that it's there.
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jH.png|
GBVS_Gran_jH.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jH_Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.
Gran's longest reaching and most damaging jump-in. Hitbox is smaller/further up the closer it is to Gran's body.
</div>
{{CloseCard}}
</div>
===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|2|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jU.png |Try to block this
GBVS_Gran_jU.png |Try to block this
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_jU_Hitbox1.png | Frame 12~14
GBVS_Gran_jU_Hitbox2.png | Frame 15~17
GBVS_Gran_jU_Hitbox3.png | Frame 18~19
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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==== ====
==== ====


Gran's {{clr|2|j.U}} is a ridiculous jump-in and crossup attack. It hits all around him, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.
Gran's {{clr|4|j.U}} is a ridiculous jump-in and crossup attack. It hits all around him, which makes it by far his best jump in and arguably the best jump-in attack in the game. Use it after safejumps, use it whenever you're in the air. It's just that good. It's only real fault is that it's slower than most air normals, so you will have to use something else to air-to-air.
</div>
{{CloseCard}}
</div>


== Unique Action ==
== Unique Action ==
===<big>Power Raise</big>===
===<big>Power Raise</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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A chargable slash attack. Can be charged up to four levels and gains invulnerability at level four. Each level will also increase in damage and range.
A chargable slash attack. Can be charged up to four levels and gains invulnerability at level four. Each level will also increase in damage and range.


Charge can be cancelled with L/M/H/G. Level is stored and resumes charging from the same level when using {{clr|2|5U}} again. Gran will auto cancel charge after Level 4, and once he's at Level 4, he can still delay the attack by holding {{clr|2|5U}} or cancel it like normal.
Charge can be cancelled with L/M/H/G. Level is stored and resumes charging from the same level when using {{clr|4|5U}} again. Gran will auto cancel charge after Level 4, and once he's at Level 4, he can still delay the attack by holding {{clr|4|5U}} or cancel it like normal.


On normal hit at Level 2 it will cause a wallbounce in the corner allowing for combo extensions. On counter hit all versions will wallbounce on hit in the corner.
On normal hit at Level 2 it will cause a wallbounce in the corner allowing for combo extensions. On counter hit all versions will wallbounce on hit in the corner.
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The knockback at Level 4 can wallbounce midscreen   
The knockback at Level 4 can wallbounce midscreen   


It's also a decent pressure tool as it's '''{{clr|4|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.
It's also a decent pressure tool as it's '''{{clr|3|-2}}''' on block when spaced at the tip and also pulls Gran's hurtbox back a bit.


Can be used in some corner combos if an opponent is high enough after {{clr|4|2H}}.   
Can be used in some corner combos if an opponent is high enough after {{clr|3|2H}}.   
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
[[File:GBVS_Gran_5U.gif|300px]]
[[File:GBVS_Gran_5U.gif|300px]]
''Examples of Power Raise levels. Released upon Lv. 5.''
''Examples of Power Raise levels. Released upon Lv. 5.''
</div>
{{CloseCard}}
</div>
</div>
</div>


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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_Throw.png | Baby's first mixup
GBVS_Gran_Throw.png | Baby's first mixup
GBVS_Gran_BackThrow.png |
GBVS_Gran_BackThrow.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.
Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.


Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|3|c.M}}, and {{clr|3|2M}}, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|2M}}, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.
</div>
{{CloseCard}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_AirThrow.png | The sky is mine, thanks.  
GBVS_Gran_AirThrow.png | The sky is mine, thanks.  
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_AirThrow_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
<!--Insert text below the =s and above the {{CloseCard}}-->
</div>
{{CloseCard}}
</div>
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_OverheadAttack.png | Baby's second mixup
GBVS_Gran_OverheadAttack.png | Baby's second mixup
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_UOH_Hitbox1.png | Frame 26~28
GBVS_Gran_UOH_Hitbox2.png | Frame 29~31
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Gran gets really good reward off of CH Overhead in the corner due to his explosive corner damage, enough to end the round from half health with all specials and super. As of 2.0 Patch Gran can get a stronger Midscreen combo thanks to the changes to H Reginleiv, allowing for follow-ups and better damage.  
Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Gran gets really good reward off of CH Overhead in the corner due to his explosive corner damage, enough to end the round from half health with all specials and super. As of 2.0 Patch Gran can get a stronger Midscreen combo thanks to the changes to H Reginleiv, allowing for follow-ups and better damage.  
</div>
{{CloseCard}}
</div>


==Special Moves==
==Special Moves==
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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_Reginleiv.png | {{clr|L|236L}}/{{clr|H|236H}}
GBVS_Gran_Reginleiv2.png | {{clr|M|236M}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_Reginleiv.png |
GBVS_Gran_236M_Hitbox.png | {{clr|M|236M}} strike
GBVS_Gran_236X_Hitbox1.png | Initial projectile hitbox
GBVS_Gran_236X_Hitbox2.png |  
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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[[File:GBVS_Gran_236X.gif|300px]]
[[File:GBVS_Gran_236X.gif|300px]]
''Examples of L, M and H Reginleiv.''
''Examples of L, M and H Reginleiv.''
</div>
{{CloseCard}}
</div>
</div>
</div>


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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_RisingSword.png |
GBVS_Gran_RisingSword.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_623X_Hitbox1.png |
GBVS_Gran_623X_Hitbox2.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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[[File:GBVS_Gran623X.gif|300px]]
[[File:GBVS_Gran623X.gif|300px]]
''Examples of L, M, H Rising Sword.''
''Examples of L, M, H Rising Sword.''
</div>
{{CloseCard}}
</div>
</div>
</div>


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<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_OverrideSurge.png |
GBVS_Gran_OverrideSurge.png |
GBVS_Gran_OverrideSurgeFollowup.png |
GBVS_Gran_OverrideSurgeFollowup.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_214L_Hitbox1.png | Frame 13
GBVS_Gran_214L_Hitbox2.png | Frame 14~15
GBVS_Gran_214M_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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;L Version
;L Version
* Has a follow-up version of 214M that knocks down.
* Has a follow-up version of 214M that knocks down.
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|3|214M}} on hit or block. On hit, {{clr|1|214L}} > {{clr|3|214M}} serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|3|214M}}. As of 2.0 Patch follow-up causes no Wall Bounce on Counter Hit, only knocks down.
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block. On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}. As of 2.0 Patch follow-up causes no Wall Bounce on Counter Hit, only knocks down.
----
----
;M Version
;M Version
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* Wallbounces in the corner.
* Wallbounces in the corner.
* Gran's primary juggle starter.
* Gran's primary juggle starter.
Similar to {{clr|3|214M}}, but Gran dashes forward faster. Cannot be canceled into from {{clr|1|214L}}. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner.  
Similar to {{clr|2|214M}}, but Gran dashes forward faster. Cannot be canceled into from {{clr|1|214L}}. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner. As of 2.80 the side switch is less likely to occur, meaning you can most likely keep both corner and damage after certain combos, like counter hit anti-air confirms.


<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
<div class="mw-collapsible mw-collapsed" data-expandtext="show demo" data-collapsetext="hide demo">
[[File:GBVS_Gran_214X.gif|300px]]
[[File:GBVS_Gran_214X.gif|300px]]
''Examples of L, M and H Overdrive Surge.''
''Examples of L, M and H Overdrive Surge.''
</div>
{{CloseCard}}
</div>
</div>
</div>


==Skybound Art==
==Skybound Art==
===<big>Tempest Blade</big>===
===<big>Tempest Blade</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_TempestBlade.png |
GBVS_Gran_TempestBlade.png |
GBVS_Gran_TempestBlade2.png |
GBVS_Gran_TempestBlade2.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_23636H_Hitbox1.png | Frame 11~13
GBVS_Gran_23636H_Hitbox2.png | Frame 18~26
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Metered advancing invulnerable move.
Metered advancing invulnerable move.
Deals big damage but has a short reach. Try using it when you're close to your opponent.
Deals big damage but has a short reach. Try using it when you're close to your opponent.
</div>
{{CloseCard}}
</div>


==Super Skybound Art==
==Super Skybound Art==
===<big>Catastrophe</big>===
===<big>Catastrophe</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_CatastropheStartup.png |
GBVS_Gran_CatastropheStartup.png |
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GBVS_Gran_Catastrophe2.png |
GBVS_Gran_Catastrophe2.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Gran_236236U_Hitbox.png |
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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Gran charges and throws out an invulnerable projectile move. It can travel across the screen, however if used at point blank 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.  
Gran charges and throws out an invulnerable projectile move. It can travel across the screen, however if used at point blank 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.  
</div>
{{CloseCard}}
</div>


==Colors==
==Colors==
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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Gran|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}

Revision as of 00:45, 2 August 2022

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 and get rewarding punishes.

 Gran  Gran is a well-rounded character with many solid tools.

Pros
Cons
  • Simple moveset: Gran's tools as the designated Ken are well rounded and strong.
  • Damage: Average Midscreen damage, but devastating Corner Damage.
  • Good fireball game: projectiles and strong normals allow him to play effectively at any range.
  • Rising Sword is both a strong anti-air and an invulnerable move for escaping pressure.
  • H Reginleiv is plus on block and has very little pushback, making it a very powerful pressure tool.
  • Level 5 Power Raise is an amazing frame trap, thanks to its invincibility.
  • His far-reaching normals are highly committal due to some of them being negative on block.
  • Gets little to no reward from long range pokes without committing to 214X.
  • Getting Power Raise to Level 4 requires the player to be properly positioned due to its long startup and may require sacrificing oki on a knockdown.
GBVS Gran Nameplate.png
GBVS Gran Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
High Recovery (30f)

Normal Moves

c.L

c.M

c.H

Auto Combo

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 4 17 -4 0

Despite being airborne, the second hit can be canceled into grounded attacks on the first few active frames. On clash, Gran can delay his button to get c.XX > j.L, but this is slower than c.XX > c.XXX.

Because of his speed, the second hit of Gran's autocombo can also be used as a soft reset point. While pausing here isn't safe, you are left close enough to your opponent to go into a low, throw, or overhead mixup if you're willing to take the risk that your opponent is mashing here or buffering DP. You can also use this point in the autocombo to stop and block(to bait a DP) or insert your own DP here to punish mashers. Against stronger or more paitent players, this point can also be used to transition into 2L pressure.

File:GBVS Gran 5XXX.gif Example using 5L string.

f.L

f.M

f.H

2L

2M

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 10 6 24 -13 -9

Really strong anti-air with a good hitbox in front and behind Gran, allowing him to beat out opponents jumping behind him. On CH, whiff 214L>2H>214M is a good damage combo with great corner carry, but when they're closer to the ground/to you you'll need to go for an alternate route. As of 2.0 Patch the increased start-up and the nerfs to many of Gran's other moves have made many corner combos unreliable at best or impossible to do. Notably corner 2H>5U is not only harder to go into but can't loop into itself reliably anymore.

2U

j.L

j.M

j.H

j.U

Unique Action

Power Raise

5U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000/1200/1400/1600/2000 Mid 20 9 13 -5

A chargable slash attack. Can be charged up to four levels and gains invulnerability at level four. Each level will also increase in damage and range.

Charge can be cancelled with L/M/H/G. Level is stored and resumes charging from the same level when using 5U again. Gran will auto cancel charge after Level 4, and once he's at Level 4, he can still delay the attack by holding 5U or cancel it like normal.

On normal hit at Level 2 it will cause a wallbounce in the corner allowing for combo extensions. On counter hit all versions will wallbounce on hit in the corner.

The knockback at Level 4 can wallbounce midscreen  

It's also a decent pressure tool as it's -2 on block when spaced at the tip and also pulls Gran's hurtbox back a bit.

Can be used in some corner combos if an opponent is high enough after 2H.

File:GBVS Gran 5U.gif Examples of Power Raise levels. Released upon Lv. 5.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Throw 7 3 31 HKD

Forward throw knocks opponent far away, but untech time is long enough so you can run in for a meaty or jump in. Great for driving your opponent towards the corner.

Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.

Between buttons such as c.L, 2L, c.M, and 2M, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.

Air Throw

Overhead Attack

Special Moves

Reginleiv

GBVS Fireball.png 236X or S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 15 Total 46 -7 -3
236M 400, 800 Mid, All 13 4 Total 55 -4 0
236H 350×3 All 15 Total 46 +3 +7

Projectile. Gran's traditional fireball.


L Fireball
  • Standard fireball.

Travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.


M Fireball
  • Gran slashes upward before shooting out a projectile.
  • First slash cancels out projectiles.

Useful to turn projectile wars more in your favor as you can cancel out incoming projectiles with the upward slash before throwing out a projectile of your own. Also is helpful in throwing off your opponent's timing when trying to dodge 236L. Serves as a better blockstring ender than 236L, and as of the 2.0 Patch there's no Gap in-between the two hits.


H Fireball
  • 3-hit fireball.
  • Hard knockdown on airhit.

A grown man 3-hit fireball. As of the 2.0 Patch H Reginleiv does NOT knockdown, but instead leaves them standing. Depending on distance and the state of the opponent, it allows for combos afterwards. At least +7 on hit, allowing for follow-ups even midscreen provided that the opponent is close enough to be hit. Primarily a combo and pressure tool, as it has lost a lot of its neutral prowess due to the nerf. Worth throwing out when applying pressure in the corner, however. H Reginleiv can also frame trap from cXX, albeit in a rather tight window.

File:GBVS Gran 236X.gif Examples of L, M and H Reginleiv.

Rising Sword

GBVS Parry.png 623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 700, 300 Mid, All 9 2,9 30 -22 KD 1~10 All
623M 700, 300×2 Mid×2, All 9 2(3)2,17 32 -30 KD 1~17 All
623H 950~1400 Mid×3, All 9 2,3,6(23)2(3)2,2,3,3,9 32 -30 HKD 1~19 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.


L DP
  • Invincible reversal.

Air unblockable during the early active frames. Technically the least unsafe on block and can be difficult to punish at far ranges due to the pushback and shorter recovery than the other versions, but don't count on it. As of 2.0 Patch L version is slower and has increased Recovery, making it much easier punish.


M DP
  • Also an invincible reversal.

Standard non-H combo ender for damage. Also air unblockable during the early active frames.


H DP
  • Oops, all reversals.

Double the uppercuts. Hard knockdown. There is a small gap in-between the two strikes. The entire first strike is air unblockable, however invincibility wears off before the second strike.

File:GBVS Gran623X.gif Examples of L, M, H Rising Sword.

Overdrive Surge

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 700 Mid 13 3 17 -5 -1
214M 1200 Mid 16 13 14 -10 to +2 -2 to +10
214H 1200 Mid 13 13 12 +4 to -8 HKD

Gran's advancing move.


L Version
  • Has a follow-up version of 214M that knocks down.

Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into 214M on hit or block. On hit, 214L > 214M serves as his standard meterless combo ender. On block can be used to test your opponent's willingness to mash after 214L lest they risk a Counter Hit 214M. As of 2.0 Patch follow-up causes no Wall Bounce on Counter Hit, only knocks down.


M Version
  • Does not knock down.

Gran dashes forward with his foot out. Covers a lot of horizontal space in front of him. Minus on hit, so 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 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 and the reduced hitbox and increased hurtbox with weak reward on hit makes it in the current meta a very mediocre move.


H Version
  • Wallbounces in the corner.
  • Gran's primary juggle starter.

Similar to 214M, but Gran dashes forward faster. Cannot be canceled into from 214L. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. Exercise caution as depending on the opponent's height when used, it can cause them to fall behind Gran after the wall bounce, possibly causing a side switch with yourself in the corner. As of 2.80 the side switch is less likely to occur, meaning you can most likely keep both corner and damage after certain combos, like counter hit anti-air confirms.

File:GBVS Gran 214X.gif Examples of L, M and H Overdrive Surge.

Skybound Art

Tempest Blade

236236H or 236S

Super Skybound Art

Catastrophe

236236U or 236S+U

Colors

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


External References

Navigation

 Gran
To edit frame data, edit values in GBVS/Gran/Data.