GBVS/Gran: Difference between revisions

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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, allowing for a high damage combo in the corner. Has large active frames, so can be meatied late for plus frames on oki.
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. Has large active frames, so can be meatied late for plus frames on oki.
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===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
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Revision as of 03:25, 8 June 2021

Overview

Template:CharaOverview

Normal Moves

Ground Normals

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
XX
XXX

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

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

Air Normals

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

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

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

Level 4 and 5 will cause a wallbounce in the corner allowing for combo extensions.

It's also a decent pressure tool as it's 0 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

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
L
M
H

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
L
M
H

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
L
214L>214M
M
H

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. As of 2.21 Patch no longer punishable on hit from point blank, but still negative enough to lose your turn. 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 0 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.

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

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