Garou: Mark of the Wolves/Grant: Difference between revisions

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= Introduction =
{{MOTW Character Intro|char=Grant |content=
To come.


=Gameplay Overview=
==Introduction==
Grant is a beast. His attacks do large amounts of damage, his stamina is tied with Tizoc as the highest, his kick super is one of the best in the game, and a single mistake from the opponent can all but seal the round for Grant. <P>
Grant is the mid boss in MOTW. If you're playing against the computer, you will end up facing him no matter what, but depending on how well (or poorly) you perform in the game (winning grade) he may end up being the last boss.  
With that said, Grant has his drawbacks. Many of his normals are almost useless, leaving him very open to counter attack if used improperly. None of Grant's ground based normals can be canceled (d+AB evasion attack is the only exception), meaning every single ground combo must be a link or a juggle. Grant cannot feint cancel any of his normal moves what so ever. The only reliable anti-air Grant has from the ground is a punch super, meaning Grant relies very heavily on meter. If you have the patience to turtle, and don't mind having a very limited toolset of options at any time, Grant can be a great character to play. Grant can also be a great rushdown character as well, since he has a very quick dash to help him get in on opponents a lot quicker.


=Move List=
==How to Select Grant==
'''In the MVS (Arcade) version of the game''', highlight Kim Dong Hwan on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↑ ↑ ↓ ↓ ↑ ↓ and Grant's portrait will appear. You are then free to release the start button and select your color.


== '''Command Normal Moves''' ==
'''In the AES (Home Port) version of the game''', simply move your selection off of the character select screen either one space left of Rock or two spaces right of Terry and Grant will be there to select.
'''"The Hump"<br>
df C


== '''Special Command Moves''' ==
== Gameplay ==
'''Ebony Flame Wave<br>
{{Content Box|content=
qcb P<br>
'''Grant''' is considered by many to be the most brain dead (easiest) character in the game. Many believe that he can be picked up in mere minutes and become a character that can compete on any level. He is called cheap, ridiculous, overpowered, and at times some call for him being banned from competitive play due to being 'over powered.'
<br>
 
'''Malevolent Munitions<br>
While Grant is one of the most powerful characters in the game, he has to play cautious. If he just goes all out and rushes blindly he will end up losing against seasoned players. He may seem all mighty to many players out there, but he is not as bad as he is made out to be.
qcf K<br>
 
<br>
{{ProConTable
'''Steel Cutter Shock<br>
|pros=
f,b,f P<br>
* '''Good range and damage on normals'''
<br>
* '''Good neutral and air-to-air game'''
'''Raven Razor (Break Move)<br>
* '''Higher defense and guard crush gauge than average'''
dp P<br>
* '''Can be played very safe and low risk'''
<br>
* '''Arguably the easiest character to play with the lowest execution, making him very consistent'''
'''Soaring Immolation<br>
|cons=
d K (during jump or Raven Razor)
* '''Limited conversions off a low'''
== '''Super Moves''' ==
* '''Can be somewhat dependent on meter to get damaging conversions'''
'''Satan's Rage<br>
* '''Can't throw crouching opponents (except at point-blank range in the corner)'''
qcf x2 P<br>
 
<br>
}}
'''Satan's Saw<br>
}}
qcf x2 K<br>
}}
 
 
'''Character Colors'''
 
[[File:Grantcolors.JPG]]
 
==Move List==
 
Frame Data Source: https://w.atwiki.jp/garoumow/pages/31.html and https://w.atwiki.jp/garoumow/pages/69.html
 
{{MOTW Legend}}
 
 
 
Notes:
 
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
 
 
 
===Close Standing Normals===
 
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cl.A.jpg
|name=c.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=3
|Active=4
|Recovery=5
|Total=12
|Hit Adv=+6
|Block Adv=+6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=Standing jab.
}}
}}
 
 
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cl.B.jpg
|name=c.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=6
|Active=4
|Recovery=6
|Total=16
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=Another good poke, especially since it can link into his B/D super. Its best to use this at max distance since Grants close A and crouch A are better once grant gets in close on the opponent.
}}
}}
 
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cl.C-1.jpg
|image2=Garou Grant cl.C-2.jpg
|name=c.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Mid
|Startup=8
|Active=3
|Recovery=30
|Total=41
|Hit Adv=-12
|Block Adv=-12
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cl.D.jpg
|name=c.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Mid
|Startup=9
|Active=3
|Recovery=13
|Total=25
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=8
|description=
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant s.A.jpg
|name=f.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Mid
|Startup=6
|Active=4
|Recovery=7
|Total=17
|Hit Adv=+4
|Block Adv=+4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant s.B.jpg
|name=f.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=8
|Guard=Mid
|Startup=6
|Active=4
|Recovery=6
|Total=16
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=Another good poke, especially since it can link into his B/D super. Its best to use this at max distance since Grants close A and crouch A are better once grant gets in close on the opponent.
}}
}}
 
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant s.C.jpg
|name=f.5C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=9
|Active=5
|Recovery=22
|Total=36
|Hit Adv=-6
|Block Adv=-6
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|description=Is also a good anti air, and a great overall poke from max distance. It beats out many moves and pokes in the game, deals a lot of damage for a normal, and also deals a fair amount of guard crush damage.
}}
}}
 
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant s.D.jpg
|name=f.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=Mid
|Startup=14
|Active=5
|Recovery=20
|Total=39
|Hit Adv=KD
|Block Adv=-4
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=10
|description=Makes a good anti air if timed correctly, but should not be abused, since it is very easy to bait. This move is Grants most common kara-canceled move since it inches him forward allowing for his special attack to go slightly further. It has pretty bad recover and can be punished by the entire cast.
}}
}}
 
 
 
===Crouching Normals===
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cr.A.jpg
|name=2A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Mid
|Startup=4
|Active=4
|Recovery=6
|Total=14
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description= One of your go-to moves, confirms into super
}}
}}
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cr.B.jpg
|name=2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=Low
|Startup=5
|Active=3
|Recovery=10
|Total=18
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=4
|description=
}}
}}
 
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cr.C-1.jpg
|image2=Garou Grant cr.C-2.jpg
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=7, 7
|Guard=Mid
|Startup=10
|Active=1, (1), 3
|Recovery=38
|Total=53
|Hit Adv=-20
|Block Adv=-20
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=10, 10
|description=This attack shouldn't be used too often. it has pretty bad recovery and Grant cannot link anything after it. It has horrible recovery on hit and block. Its a decent poke from afar as its his longest reaching attack, but many characters can punish it. Grant players will want to use this as little as possible.
}}
}}
 
 
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant cr.D.jpg
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Low
|Startup=8
|Active=4
|Recovery=31
|Total=43
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===Jumping Normals===
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant j.A.jpg
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=3
|Active=11
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=Is great for beating people who love to do air specials. It can beat out everything in the air, as long as Grant remains under the opponent. The attack is angled at 45° so there's a good chance it will whiff if the oppnent is leveled with Grant.
}}
}}
 
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant j.B.jpg
|name=j.B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=3
|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description= Forward or backward small jump B can beat out upper-body evasion attacks.
}}
}}
 
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant j.C.jpg
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=High
|Startup=7
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description= Good air-to-air, just get the timing right. Off of a hit you can play ground games since you can dash under to the exact spot the opponent will land for a crossup. Also lets you do a 0 frame super, being unblockable with good timing.
}}
}}
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant j.D.jpg
|name=j.D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=High
|Startup=6
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=A great attack to use if your opponent loves to jump in from far away. instant jump back D will beat just about every air attack in the game. try to bait your opponent into jumping by using his ground normals and locking them down until the opponent feels they have to jump in and then stick this out.
}}
}}
 
 
 
===Command Normals===
 
===== <span class="invisible-header">Ma-heki (3C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant 3C.jpg
|name=Ma-heki
|input=3C
|subtitle=Demonic Wall
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Mid
|Startup=12
|Active=4
|Recovery=26
|Total=42
|Hit Adv=KD
|Block Adv=-9
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=12
|description=Grants 'Chest Hump' attack. This is rarely used outside of the corner for juggle purposes. If it connects it will lead to a free special/super. '''Note: This move cannot be feint canceled. Earlier versions of the game are used for many combo videos, and in it Grant is able to FC this attack. He does not have an infinite'''
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Grant_AB.jpg
|name=5A+B
|subtitle=Lower-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=11
|Guard=Overhead
|Startup=21
|Active=11
|Recovery=11
|Total=43
|Hit Adv=-3
|Block Adv=+3
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=5
|description= Kara cancelable while airborne at the latter part of startup.
}}
}}
 
 
 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant 2AB-1.jpg
|image2=Garou Grant 2AB-2.jpg
|image3=Garou Grant 2AB-3.jpg
|name=2A+B
|subtitle=Upper-body evasion attack
|caption=
|data=
{{AttackData-Garou
|Damage=6, 6
|Guard=Mid
|Startup=8
|Active=3, (5), 5
|Recovery=22
|Total=43
|Hit Adv=-8
|Block Adv=-2
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=3, 3
|description=* 1~7F upper body invincibility
* kara cancel is possible between the 1st and 2nd hits.
}}
}}
 
 
 
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Grant CD-1.jpg
|image2=Garou Grant CD-2.jpg
|name=Majin Gan (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=Devil Rock
|caption=
|data=
{{AttackData-Garou
|Damage=7x3 (base damage)
|Guard=Mid
|Startup=16
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-15
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=10×3
|description=Actually kinda good for a TOP attack. A great poke for once in a while, and can even work as a anti-air at times.


=Attributes=
[[Weightclass (Garou)|Class:]]Heavy
[[Movement (Garou)|Movement:]] Dash


=Frame Data=
  }}
Information care of [http://www.h5.dion.ne.jp/~h.arena/garoumowgrant.htm Howard Arena]
}}
<TABLE border="1" align="left">
   
    <TR>


      <TD align="center">Attack</TD>
===Throws===
      <TD align="center">To Hit</TD>
      <TD align="center">Block Adv.</TD>
      <TD align="center">Hit Adv.</TD>
    </TR>
    <TR>
      <TD>cs.A</TD>
      <TD align="center">3</TD>
      <TD align="center">+6</TD>
      <TD align="center">+6</TD>
    </TR>
    <TR>
      <TD>cs.B</TD>
      <TD align="center">6</TD>
      <TD align="center">+4</TD>
      <TD align="center">+4</TD>
    </TR>
    <TR>
      <TD>cs.C</TD>
      <TD align="center">8</TD>
      <TD align="center">-12</TD>
      <TD align="center">-12</TD>
    </TR>
    <TR>
      <TD>cs.D</TD>
      <TD align="center">9</TD>
      <TD align="center">+5</TD>
      <TD align="center">+5</TD>


    </TR>
===== <span class="invisible-header">Ground Throw</span> =====
    <TR>
<font style="visibility:hidden" size="0"></font>
      <TD>s.A</TD>
{{MoveData
      <TD align="center">6</TD>
|image=Garou Grant Grab.jpg
      <TD align="center">+4</TD>
|name=Ankoku Otoshi
      <TD align="center">+4</TD>
|input='''Close''' 4/6 C
    </TR>
|subtitle=Dark Fall
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=1
|Active=
|Recovery=
|Total=
|Hit Adv=+33
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Will whiff and return 5C if the opponent is crouching, unless they are in the corner.
}}
}}


    <TR>
===Feints===
      <TD>s.B</TD>
      <TD align="center">6</TD>
      <TD align="center">+4</TD>
      <TD align="center">+4</TD>
    </TR>
    <TR>


      <TD>s.C</TD>
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
      <TD align="center">9</TD>
<font style="visibility:hidden" size="0"></font>
      <TD align="center">-6</TD>
{{MoveData
      <TD align="center">-6</TD>
|image=Garou Grant ForwardTaunt.jpg
    </TR>
|name=6A+C
    <TR>
|subtitle=Forward Feint
      <TD>s.D</TD>
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=10
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Mimics the start of Koku Enryuu.
}}
}}


      <TD align="center">14</TD>
      <TD align="center">-4</TD>
      <TD align="center">KD</TD>
    </TR>
    <TR>
      <TD>c.A</TD>
      <TD align="center">4</TD>
      <TD align="center">+5</TD>
      <TD align="center">+5</TD>
    </TR>
    <TR>
      <TD>c.B</TD>
      <TD align="center">5</TD>
      <TD align="center">+2</TD>
      <TD align="center">+2</TD>
    </TR>
    <TR>
      <TD>c.C</TD>
      <TD align="center">10</TD>
      <TD align="center">-20</TD>
      <TD align="center">-20</TD>


    </TR>
    <TR>
      <TD>c.D</TD>
      <TD align="center">7</TD>
      <TD align="center">-14</TD>
      <TD align="center">KD</TD>
    </TR>


    <TR>
===== <span class="invisible-header">Down Feint (2AC)</span> =====
      <TD>d+AB</TD>
<font style="visibility:hidden" size="0"></font>
      <TD align="center">8</TD>
{{MoveData
      <TD align="center">-2</TD>
|image=Garou Grant DownTaunt.jpg
      <TD align="center">-8</TD>
|name=2A+C
    </TR>
|subtitle=Down Feint
    <TR>
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=19
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description= Mimics the start of Majin Haten Dan.
}}
}}


      <TD>A+B</TD>
      <TD align="center">21</TD>
      <TD align="center">+3</TD>
      <TD align="center">-3</TD>
    </TR>
    <TR>
      <TD>d/f+C</TD>


      <TD align="center">12</TD>
      <TD align="center">-9</TD>
      <TD align="center">KD</TD>
    </TR>
</TABLE>
<TABLE border="1">


===Special Moves===


    <TR>
===== <span class="invisible-header">Kokuen-ryuu (214P)</span> =====
      <TD align="center">Attack</TD>
{{MoveData
      <TD align="center">To Hit</TD>
| name    = Kokuen-ryuu
      <TD align="center">Block Adv.</TD>
| input    = 214 A/C
      <TD align="center">Hit Adv.</TD>
| subtitle =
    </TR>
| image    =
    <TR>
| caption  =
| linkname =  
| data    =  
A "projectile" that really isn't a projectile. The hitbox is a lot smaller than it seems, it's closer to a hand swipe. Bad move that should rarely be used, beats other projectiles but you usually want to JD them anyway. Combos into little, and bad as an anti-air even though it looks huge.<br><br>


      <TD>qcb+A</TD>
  {{AttackData-Garou
      <TD align="center">13</TD>
  | version          = A
      <TD align="center">-11</TD>
  | subtitle          =
      <TD align="center">KD</TD>
  | Damage            = 12
    </TR>
  | Guard            = <span style="color:#ff0000;">Mid</span>
    <TR>
  | Startup          = 13
      <TD>qcb+C</TD>
  | Active            =
      <TD align="center">20</TD>
  | Recovery          =
      <TD align="center">-3</TD>
  | Total            =
      <TD align="center">KD</TD>
  | Hit Adv          = KD
     </TR>
  | Block Adv        = -11
    <TR>
  | Feint Cancel      =
      <TD>dp+A</TD>
  | Cancel on Hit     =
      <TD align="center">7</TD>
  | Cancel on Block  =
       <TD align="center">-24(+7)</TD>
  | Guard Crush Value = 7
      <TD align="center">KD</TD>
  | description       =  
    </TR>
}}
    <TR>
  {{AttackData-Garou
      <TD>dp+C</TD>
  | header            = no
      <TD align="center">5</TD>
  | version          = C
      <TD align="center">-12(+7)</TD>
  | subtitle          =
      <TD align="center">KD</TD>
  | Damage            = 15
    </TR>
  | Guard            = <span style="color:#ff0000;">Mid</span>
     <TR>
  | Startup          = 20
      <TD>(air) d+B</TD>
  | Active            =
      <TD align="center">17</TD>
  | Recovery          =
       <TD align="center">-2~+5</TD>
  | Total            =  
      <TD align="center">-2~+5</TD>
  | Hit Adv          = KD
  | Block Adv        = -3
  | Feint Cancel      =
  | Cancel on Hit     =
  | Cancel on Block  =
  | Guard Crush Value = 8
  | description       =  
}}
}}


    </TR>
===== <span class="invisible-header">Kyou Chou-jin (623P)</span> =====
     <TR>
{{MoveData
      <TD>(air) d+D</TD>
| name    = Kyou Chou-jin
      <TD align="center">17</TD>
| input    = 623 A/C
      <TD align="center">-4~+5</TD>
| subtitle =
       <TD align="center">-4~+5</TD>
| image    =
    </TR>
| caption  =
| linkname =
| data     =
Dragon punch move that can be followed up with a divekick. <br><br>
The hitbox to this move is also a bit funny. <br>
If Grant's forearm isn't touching the opponent, then the move won't hit,
so if you're close enough to see only the hand hit, the move will whiff,
remember this when trying to break the move as it will leave you open. (Both versions) <br><br>
  {{AttackData-Garou
  | version          = A
  | subtitle          =
  | Damage            = 7, 6
  | Guard            = <span style="color:#ff0000;">Mid</span>
  | Startup          = 7
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -24
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 3, 3
  | description       =
The weak version vertically travels about jump height.


    <TR>
1~2F full-body invincibility.
      <TD>qcf+B</TD>
  }}
      <TD align="center">11</TD>
  {{AttackData-Garou
       <TD align="center">-5</TD>
  |subtitle=Messhou Hisetsu (Follow-up)
      <TD align="center">KD</TD>
  |version= Air 2B/D
     </TR>
  |Damage=
    <TR>
  |Guard=High
  |Startup=
  |Active=
  |Recovery=
  |Total=
  |Hit Adv=
  |Block Adv=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Block=
  |Guard Crush Value=
  |description= For differences between B and D versions see the separate entry for Messhou Hisetsu.
  }}
  {{AttackData-Garou
  | version          = A Break
  | subtitle          =
  | Damage            = 7
  | Guard            = <span style="color:#ff0000;">Mid</span>
  | Startup          = 7
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = +7
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 3
  | description       =
When you break the move, it leads to free special/super, and in the corner,
it leads to free 3C juggle, which can then be followed by special/super.
  }}
  {{AttackData-Garou
  | header            = no
  | version          = C
  | subtitle          =
  | Damage            = 7, 6, 6, 8
  | Guard            = <span style="color:#ff0000;">Mid, Mid, Mid, Low</span>
  | Startup          = 5
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -12
  | Feint Cancel      =
  | Cancel on Hit     =
  | Cancel on Block  =
  | Guard Crush Value = 4, 4, 4
  | description      =
The strong version basically lets you fly.


      <TD>qcf+D</TD>
If you don't break or follow up with divekick, the strong version ends with a low-hitting "ground pound".  
      <TD align="center">22</TD>
      <TD align="center">-1</TD>
      <TD align="center">KD</TD>
    </TR>
    <TR>
      <TD>f,b,f+A</TD>
      <TD align="center">19</TD>
      <TD align="center">-16</TD>
      <TD align="center">KD</TD>
    </TR>
    <TR>
      <TD>f,b,f+C</TD>
      <TD align="center">25</TD>
      <TD align="center">-16</TD>
      <TD align="center">KD</TD>
    </TR>
    <TR>
      <TD>(T.O.P.) C+D</TD>
      <TD align="center">15</TD>
      <TD align="center">-15</TD>
      <TD align="center">KD</TD>
    </TR>
    <TR>
      <TD>qcfx2+A</TD>
      <TD align="center">12</TD>
      <TD align="center">-11</TD>
      <TD align="center">KD</TD>


    </TR>
Grant can play a very annoying keep away game with this move.
    <TR>
      <TD>qcfx2+C</TD>
      <TD align="center">11</TD>
      <TD align="center">-11</TD>
      <TD align="center">KD</TD>
    </TR>


    <TR>
1~3F full-body invincibility.
      <TD>qcfx2+K</TD>
  }}
      <TD align="center">0</TD>
  {{AttackData-Garou
      <TD align="center">-2</TD>
  | header            = no
      <TD align="center">KD</TD>
  | version          = C Break
    </TR>
  | subtitle          =
  | Damage            = 7
</TABLE>
  | Guard            = <span style="color:#ff0000;">Mid</span>
.
  | Startup          = 5
=Attack Notes=
  | Active            =
To come.
  | Recovery          =
=Bread'n'Butter Combos=
  | Total            =  
  | Hit Adv          = KD
  | Block Adv        = +7
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 4
  | description      =
When you break the move, it leads to free special/super, and in the corner,
it leads to free 3C juggle, which can then be followed by special/super.  
  }}
}}


'''D Link Combo (Anywhere)<br>
===== <span class="invisible-header">Messhou Hisetsu (j2K)</span> =====
1) D (close)<br>
{{MoveData
2) d A<br>
| name    = Messhou Hisetsu
3) qcf x2 K<br>
| input    = Air 2B/D
<br>
| subtitle =
| image    =
| caption  =
| linkname =
| data    =
Grant's dive kick, but nothing like the overpowered dive kicks we all have come to know and hate. <br>


'''Special Move Combo (Corner)<br>
Both versions have a bit of start up time and come down slowly, plus the move doesn't have much priority and can be beat out or trade with plenty of attacks. <br>
1) qcf D<br>
2) dp C (hit break)<br>
3) d K (cancel into dive kick)<br>
<br>


'''Basic Kick Cross-Up Combo (Mid-screen)<br>
You can use this as a follow up to both versions of Kyou Choujin if you don't break it -- and it is very useful for wake up mix ups. <br><br>
1) Cross-up B/D (D doesn't cross-up everyone but B does)<br>
2) A<br>
3) d A<br>
4) qcf x2 K<br>
<br>


'''Kick Cross-Up Break Combo (Mid-screen)<br>
Can beat out upper-body evasion attacks. <br><br>
1) Cross-up B/D (D doesn't cross-up everyone but B does)<br>
  {{AttackData-Garou
2) A<br>
  | version          = B
3) dp C (hit break)<br>
  | subtitle          =
4A) qcf B<br>
  | Damage            = 8
4B) qcf x2 P<br>
  | Guard            = <span style="color:#ff0000;">High</span>
<br>
  | Startup          = 17
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = -2~+5
  | Block Adv        = -2~+6
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      =
Instant air B into this works very well.
}}
  {{AttackData-Garou
  | header            = no
  | version          = D
  | subtitle          =
  | Damage            = 8
  | Guard            = High
  | Startup          = 17
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = -4~+5
  | Block Adv        = -4~+6
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      =
Startup is 16F if canceled into from Kyou Choujin.


'''Jab Squeeze Combo (Corner)<br>
This move also helps with running away after Kyou Choujin, and will annoy your opponent if they don't know how to deal with it.
1) j D<br>
}}
2) A<br>
}}
3) dp C (hit break)<br>
4) df C x3<br>
(Use the 5A combo finish if you have meter.)<br>
5A) qcf x2 C (A comes out a bit slower and will therefor whiff unless you do only x2 df C)<br>
(Use the 5B combo finish if you just want to toy with your opponent.)<br>
5B) 1) qcf B<br>
5B) 2) qcf x2 B<br>
(Use the 5C combo finish if you don't have any meter.)<br>
5C) 1) dp C<br>
5C) 2) d D (dive kick follow up to the uppercut)<br>
<br>
(Corner) Jump in deep with D, dash in (f,f), stand AX2, down + A, qcfX2 + B/D.<br>
<br>
More to come


=T.O.P. Notes=
Grant's TOP attack is pretty strong. For some characters, two blocked TOP attacks will Guard Crush. His TOP attack hits up to 3 times. Overall, his TOP attack is a great poke for once in a while, can even work as a anti-air at times. Just remember to use it wisely and don't become predictable with it.


Grant's reliance on meter and his turtling playstyle benefit greatly from being in TOP. Placing the TOP at the beginning of his lifebar is the best choice.


=Overall Strategy=
===== <span class="invisible-header">Gou Dangai (236K)</span> =====
Grant's winning strategy is simple: Stay in TOP. This is more important than meter building, more important than run away, and more important than mixups. Focusing on this single task is priority #1. Since you placed TOP in the beginning of his bar like you should, this means a lot of patience right in the beginning of the game through the end of the match. The benefit of TOP, such as health regeneration, greater damage, and faster meter, turns the match clock into an advantage for you and a disadvantage for the opponent. Remember that even if you are doing nothing, you are continuing to win.  
{{MoveData
| name    = Gou Dangai
| input    = 236 B/D
| subtitle =
| image    =
| caption  =
| linkname =
| data    =  
The RTSD move. Hated by people as a pretty free dash that gives meter while you advance. <br>
Opponents who stick something out while jumping back will generally beat this movie, so try not to use it against players who do that.
<br>
  {{AttackData-Garou
  | version          = B
  | subtitle          =
  | Damage            = 18
  | Guard            = <span style="color:#ff0000;">Mid</span>
  | Startup          = 11
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -5
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      = The B version is very punishable on block, doing the B version as a follow up to dragon punch break is the best option mid screen, with or without meter. <br>
}}
  {{AttackData-Garou
  | header            = no
  | version          = D
  | subtitle          =
  | Damage            = 22
  | Guard            = Mid
  | Startup          = 21
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -1
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 10
  | description      =
The D version will leave you at -1, so only a few supers can punish this, also throws if you do it too close to the corner. <br>


In gameplay, Grant's "sweetspot" is just outside of sweep range. You want to be close enough to punish anything on reaction with a short jump D, but still be outside of general footsie or poke range. Make the opponent come to you.
}}
}}


When in the corner, one of Grant's major weaknesses comes out, namely his lack of solid anti-air. Having a single stock of meter overcomes this weakness. Grant's punch super is rather slow to execute, but comes with an amazing amount of invulnerability. Keep a stock of meter handy as much as possible to discourage and punish those who try to put a blind rush down on you in the corner.
===== <span class="invisible-header">Gou Retsu-shou (646P)</span> =====
{{MoveData
| name    = Gou Retsu-shou
| input    = 646 A/C
| subtitle =
| image    =
| caption  =
| linkname =
| data    =
Last hit launches up. <br><br>
  {{AttackData-Garou
  | version          = A
  | subtitle          =
  | Damage            = 7, 7, 7
  | Guard            = Overhead, Overhead, Mid
  | Startup          = 19
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -16
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 3×2, 5
  | description      =
}}
  {{AttackData-Garou
  | header            = no
  | version          = C
  | subtitle          =
  | Damage            = 7, 7, 8
  | Guard            = Overhead, Overhead, Mid
  | Startup          = 25
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -16
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 3×2, 5
  | description      =
}}
}}


When not in the corner, using a punch super as an anti-air isn't as effective. Instead, use a jump back D to knock them down. If hits or they JD, you can continue to keep the match at an standstill. Mix things up by adding in a divekick inplace of, or after, the j.D.


=Matchup Notes=
==[[Tizoc (Garou)|Tizoc (The Griffon Mask)]]==
A solid Tizoc with TOP in the first 1/3 of his lifebar is the hardest matchup for Grant. Both players have to wait for a mistake from the other, and Grant has no way in that doesn't leave him vulnerable to a punch super. Be patient, run the clock out to the final seconds, and short jump j.D (land) kick super to win the round by chipping. These are long, painful, boring matches, but unless the Tizoc makes a mistake, there is practically nothing else in your arsenal to use.
A Tizoc with his TOP anywhere but the first 1/3 is the easiest win in the game for Grant. Just keep him away.


==[[B. Jenet (Garou)|B. Jenet]]== Unless they are so high in the air that they will glide completely over you, learn to listen for the 'WOOHOO!" sound B. Jenet makes when doing her aerial d+K move, and punch super on reflex.
===Super Moves===
==[[Terry Bogard (Garou)|Terry Bogard]]==
Terry is an extremely difficult matchup for Grant. Terry can push you into a corner and guard crush with little difficulty. There is very little you can do in these situations, so you must know exactly what to do when. Terry's guard crush strings have to use either a jump in, or a f,f+C to continue. Grant is in the heavyweight class, so takes longer to guard crush than most characters, so you will see these opportunities more than most characters. Against a jump in, especially a short jump, use a punch super to knock him down and get out of the corner. If the jump was high and you can react fast enough so you connect high in the air, you can use a dp+C to knock him down, and the d+D follow up to leave the corner. Against the f,f+C shoulder, use a d+AB evasion attack to interrupt him. You can cancel the first hit into a kick super, but this is hard to do on reaction. The push back from the hit will help reset the match and give you an opportunity to leave the corner.


Terry's C Burning Knuckle is a common way of closing the distance with Terry. If it is blocked and not JD'ed, do not try to poke! A brake'd Power Dunk will interupt it every time. If you JD'ed the Burning Knuckle, then a c.A is safe to throw out.  
===== <span class="invisible-header">Majin Haten Dan (236236P)</span> =====
{{MoveData
| name    = Majin Haten Dan
| input    = 236236 A/C
| subtitle =
| image    =
| caption  =
| linkname =
| data    = Best as an anti air, and not much else.
  {{AttackData-Garou
  | version          = A
  | subtitle          =
  | Damage            = 31
  | Guard            = Mid
  | Startup          = 11
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -11
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 20
  | description      = 1~12F full-body invincibility.
}}
  {{AttackData-Garou
  | header            = no
  | version          = C
  | subtitle          =
  | Damage            = 45
  | Guard            = Mid
  | Startup          = 9
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -11
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 30
  | description      = 1~13F full-body invincibility. Pretty rarely used super, only for situations it'll for sure it and you want extra damage.  
}}
}}


Terry has little answer to a repeated dp+C, late d+D. You NEED meter for this match, you need to keep Terry out, and you need control the clock. A runaway strategy can accomplish all of these.  
===== <span class="invisible-header">Majin Engetsu Rin (236236K)</span> =====
{{MoveData
| name    = Majin Engetsu Rin
| input    = 236236 B/D
| subtitle =
| image    =
| caption  =
| linkname =
| data    = Your go-to super, confirmed from cr.a a lot. Scales pretty well too.
  {{AttackData-Garou
  | version          = B
  | subtitle          =
  | Damage            = 4×13, 12
  | Guard            = Mid
  | Startup          = 0
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -2
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 1×13, 3
  | description      = 1~2F full-body invincibility.
}}
  {{AttackData-Garou
  | header            = no
  | version          = D
  | subtitle          =
  | Damage            = 5×13, 16
  | Guard            = Mid
  | Startup          = 0
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = KD
  | Block Adv        = -2
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 1×13, 5
  | description      =  1~4F full-body invincibility. Not used too much, typical P super for more damage to seal a kill.  
}}
}}


Terry wants to get into point blank range and feint combo you to death. Watch how he gets in, and know Grant's counter to it:
*Burning Knuckle: JD, then c.A
*Overhead Kick: Block, then kick super
*Jump in: jump away  j.D, or punch super
*A+B evasion attack: Let it hit, reversal kick super
*f,f+C: d+AB xx kick super
*Power Dunk: block, kick super


=Advanced Tactics=
To come.


=Return to The Characters=
{{Navbox-MOTW}}
[http://www.shoryuken.com/wiki/index.php/Garou:_Mark_of_the_Wolves#The_Characters Return to The Characters Menu]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 11:57, 17 June 2024

Introduction

Grant is the mid boss in MOTW. If you're playing against the computer, you will end up facing him no matter what, but depending on how well (or poorly) you perform in the game (winning grade) he may end up being the last boss.

How to Select Grant

In the MVS (Arcade) version of the game, highlight Kim Dong Hwan on the character select screen, hold down the start button (random select, cursor will start moving around) and without letting go, input ↑ ↑ ↓ ↓ ↑ ↓ and Grant's portrait will appear. You are then free to release the start button and select your color.

In the AES (Home Port) version of the game, simply move your selection off of the character select screen either one space left of Rock or two spaces right of Terry and Grant will be there to select.

Gameplay

Grant is considered by many to be the most brain dead (easiest) character in the game. Many believe that he can be picked up in mere minutes and become a character that can compete on any level. He is called cheap, ridiculous, overpowered, and at times some call for him being banned from competitive play due to being 'over powered.'

While Grant is one of the most powerful characters in the game, he has to play cautious. If he just goes all out and rushes blindly he will end up losing against seasoned players. He may seem all mighty to many players out there, but he is not as bad as he is made out to be.

Strengths Weaknesses
  • Good range and damage on normals
  • Good neutral and air-to-air game
  • Higher defense and guard crush gauge than average
  • Can be played very safe and low risk
  • Arguably the easiest character to play with the lowest execution, making him very consistent
  • Limited conversions off a low
  • Can be somewhat dependent on meter to get damaging conversions
  • Can't throw crouching opponents (except at point-blank range in the corner)
MOTW Grant Art.png


Character Colors

Grantcolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/31.html and https://w.atwiki.jp/garoumow/pages/69.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Close 5A

c.5A
Garou Grant cl.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X X 4

Standing jab.


Close 5B

c.5B
Garou Grant cl.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 4 6 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X X 4

Another good poke, especially since it can link into his B/D super. Its best to use this at max distance since Grants close A and crouch A are better once grant gets in close on the opponent.


Close 5C

c.5C
Garou Grant cl.C-1.jpg
Garou Grant cl.C-2.jpg
Damage Guard Startup Active Recovery Total
11 Mid 8 3 30 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 X X X 6


Close 5D

c.5D
Garou Grant cl.D.jpg
Damage Guard Startup Active Recovery Total
11 Mid 9 3 13 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X X 8


Far Standing Normals

Far 5A

f.5A
Garou Grant s.A.jpg
Damage Guard Startup Active Recovery Total
6 Mid 6 4 7 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X X 4


Far 5B

f.5B
Garou Grant s.B.jpg
Damage Guard Startup Active Recovery Total
8 Mid 6 4 6 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X X 4

Another good poke, especially since it can link into his B/D super. Its best to use this at max distance since Grants close A and crouch A are better once grant gets in close on the opponent.


Far 5C

f.5C
Garou Grant s.C.jpg
Damage Guard Startup Active Recovery Total
14 Mid 9 5 22 36
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-6 -6 X X X 6

Is also a good anti air, and a great overall poke from max distance. It beats out many moves and pokes in the game, deals a lot of damage for a normal, and also deals a fair amount of guard crush damage.


Far 5D

f.5D
Garou Grant s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 14 5 20 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -4 X X X 10

Makes a good anti air if timed correctly, but should not be abused, since it is very easy to bait. This move is Grants most common kara-canceled move since it inches him forward allowing for his special attack to go slightly further. It has pretty bad recover and can be punished by the entire cast.


Crouching Normals

2A

2A
Garou Grant cr.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 4 4 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 X X X 4

One of your go-to moves, confirms into super

2B

2B
Garou Grant cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 5 3 10 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X X X 4


2C

2C
Garou Grant cr.C-1.jpg
Garou Grant cr.C-2.jpg
Damage Guard Startup Active Recovery Total
7, 7 Mid 10 1, (1), 3 38 53
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-20 -20 X X X 10, 10

This attack shouldn't be used too often. it has pretty bad recovery and Grant cannot link anything after it. It has horrible recovery on hit and block. Its a decent poke from afar as its his longest reaching attack, but many characters can punish it. Grant players will want to use this as little as possible.


2D

2D
Garou Grant cr.D.jpg
Damage Guard Startup Active Recovery Total
11 Low 8 4 31 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -14 X X X 5


Jumping Normals

jA

j.A
Garou Grant j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 3 11 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Is great for beating people who love to do air specials. It can beat out everything in the air, as long as Grant remains under the opponent. The attack is angled at 45° so there's a good chance it will whiff if the oppnent is leveled with Grant.


jB

j.B
Garou Grant j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Forward or backward small jump B can beat out upper-body evasion attacks.


jC

j.C
Garou Grant j.C.jpg
Damage Guard Startup Active Recovery Total
11 High 7 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

Good air-to-air, just get the timing right. Off of a hit you can play ground games since you can dash under to the exact spot the opponent will land for a crossup. Also lets you do a 0 frame super, being unblockable with good timing.

jD

j.D
Garou Grant j.D.jpg
Damage Guard Startup Active Recovery Total
11 High 6 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

A great attack to use if your opponent loves to jump in from far away. instant jump back D will beat just about every air attack in the game. try to bait your opponent into jumping by using his ground normals and locking them down until the opponent feels they have to jump in and then stick this out.


Command Normals

Ma-heki (3C)

Ma-heki
Demonic Wall
3C
Garou Grant 3C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 12 4 26 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 X X X 12

Grants 'Chest Hump' attack. This is rarely used outside of the corner for juggle purposes. If it connects it will lead to a free special/super. Note: This move cannot be feint canceled. Earlier versions of the game are used for many combo videos, and in it Grant is able to FC this attack. He does not have an infinite


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Grant AB.jpg
Damage Guard Startup Active Recovery Total
11 Overhead 21 11 11 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 - - - 5

Kara cancelable while airborne at the latter part of startup.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Grant 2AB-1.jpg
Garou Grant 2AB-2.jpg
Garou Grant 2AB-3.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 8 3, (5), 5 22 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-8 -2 X X X 3, 3
  • 1~7F upper body invincibility
  • kara cancel is possible between the 1st and 2nd hits.


T.O.P. Attack (CD)

Majin Gan (T.O.P. Attack)
Devil Rock
C+D (T.O.P. Only)
Garou Grant CD-1.jpg
Garou Grant CD-2.jpg
Damage Guard Startup Active Recovery Total
7x3 (base damage) Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - - 10×3

Actually kinda good for a TOP attack. A great poke for once in a while, and can even work as a anti-air at times.

Throws

Ground Throw

Ankoku Otoshi
Dark Fall
Close 4/6 C
Garou Grant Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+33 - - - - -

Will whiff and return 5C if the opponent is crouching, unless they are in the corner.

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Grant ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Koku Enryuu.


Down Feint (2AC)

2A+C
Down Feint
Garou Grant DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Majin Haten Dan.


Special Moves

Kokuen-ryuu (214P)
Kokuen-ryuu
214 A/C
A "projectile" that really isn't a projectile. The hitbox is a lot smaller than it seems, it's closer to a hand swipe. Bad move that should rarely be used, beats other projectiles but you usually want to JD them anyway. Combos into little, and bad as an anti-air even though it looks huge.

A Damage Guard Startup Active Recovery Total
12 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 7
C Damage Guard Startup Active Recovery Total
15 Mid 20 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 - - - 8
Kyou Chou-jin (623P)
Kyou Chou-jin
623 A/C
Dragon punch move that can be followed up with a divekick.

The hitbox to this move is also a bit funny.
If Grant's forearm isn't touching the opponent, then the move won't hit, so if you're close enough to see only the hand hit, the move will whiff, remember this when trying to break the move as it will leave you open. (Both versions)

A Damage Guard Startup Active Recovery Total
7, 6 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 3, 3

The weak version vertically travels about jump height.

1~2F full-body invincibility.

Air 2B/D
Messhou Hisetsu (Follow-up)
Damage Guard Startup Active Recovery Total
- High - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

For differences between B and D versions see the separate entry for Messhou Hisetsu.

A Break Damage Guard Startup Active Recovery Total
7 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +7 - - - 3

When you break the move, it leads to free special/super, and in the corner, it leads to free 3C juggle, which can then be followed by special/super.

C Damage Guard Startup Active Recovery Total
7, 6, 6, 8 Mid, Mid, Mid, Low 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 4, 4, 4

The strong version basically lets you fly.

If you don't break or follow up with divekick, the strong version ends with a low-hitting "ground pound".

Grant can play a very annoying keep away game with this move.

1~3F full-body invincibility.

C Break Damage Guard Startup Active Recovery Total
7 Mid 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +7 - - - 4

When you break the move, it leads to free special/super, and in the corner, it leads to free 3C juggle, which can then be followed by special/super.

Messhou Hisetsu (j2K)
Messhou Hisetsu
Air 2B/D
Grant's dive kick, but nothing like the overpowered dive kicks we all have come to know and hate.
Both versions have a bit of start up time and come down slowly, plus the move doesn't have much priority and can be beat out or trade with plenty of attacks.
You can use this as a follow up to both versions of Kyou Choujin if you don't break it -- and it is very useful for wake up mix ups.

Can beat out upper-body evasion attacks.

B Damage Guard Startup Active Recovery Total
8 High 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2~+5 -2~+6 - - - 7

Instant air B into this works very well.

D Damage Guard Startup Active Recovery Total
8 High 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4~+5 -4~+6 - - - 7

Startup is 16F if canceled into from Kyou Choujin.

This move also helps with running away after Kyou Choujin, and will annoy your opponent if they don't know how to deal with it.


Gou Dangai (236K)
Gou Dangai
236 B/D
The RTSD move. Hated by people as a pretty free dash that gives meter while you advance.
Opponents who stick something out while jumping back will generally beat this movie, so try not to use it against players who do that.
B Damage Guard Startup Active Recovery Total
18 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -5 - - - 7

The B version is very punishable on block, doing the B version as a follow up to dragon punch break is the best option mid screen, with or without meter.

D Damage Guard Startup Active Recovery Total
22 Mid 21 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 10

The D version will leave you at -1, so only a few supers can punish this, also throws if you do it too close to the corner.

Gou Retsu-shou (646P)
Gou Retsu-shou
646 A/C
Last hit launches up.

A Damage Guard Startup Active Recovery Total
7, 7, 7 Overhead, Overhead, Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 3×2, 5
C Damage Guard Startup Active Recovery Total
7, 7, 8 Overhead, Overhead, Mid 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 - - - 3×2, 5


Super Moves

Majin Haten Dan (236236P)
Majin Haten Dan
236236 A/C
Best as an anti air, and not much else.
A Damage Guard Startup Active Recovery Total
31 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 20

1~12F full-body invincibility.

C Damage Guard Startup Active Recovery Total
45 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 30

1~13F full-body invincibility. Pretty rarely used super, only for situations it'll for sure it and you want extra damage.

Majin Engetsu Rin (236236K)
Majin Engetsu Rin
236236 B/D
Your go-to super, confirmed from cr.a a lot. Scales pretty well too.
B Damage Guard Startup Active Recovery Total
4×13, 12 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - - 1×13, 3

1~2F full-body invincibility.

D Damage Guard Startup Active Recovery Total
5×13, 16 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 - - - 1×13, 5

1~4F full-body invincibility. Not used too much, typical P super for more damage to seal a kill.


Game Navigation

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Rock
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Kevin Rian
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