Garou: Mark of the Wolves/Grant

From SuperCombo Wiki

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.


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

Cl. Kof.lp.png
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.


Cl. Kof.lk.png
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 Kof.lk.png/Kof.sk.png 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.


Cl. Kof.sp.png
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


Cl. Kof.sk.png
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 Kof.lp.png
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 Kof.lk.png
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 Kof.lk.png/Kof.sk.png 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 Kof.sp.png
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 Kof.sk.png
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

Cr. Kof.lp.png
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

Cr. Kof.lk.png
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


Cr. Kof.sp.png
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.


Cr. Kof.sk.png
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

Jump Kof.lp.png
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.


Jump Kof.lk.png
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.


Jump Kof.sp.png
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.

Jump Kof.sk.png
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
Demonic Wall
Df.png + Kof.sp.png
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

St. Kof.lp.pngKof.lk.png
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.


Cr. Kof.lp.pngKof.lk.png
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.


Majin Gan (T.O.P. Attack)
Devil Rock
Kof.sp.pngKof.sk.png
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

Ankoku Otoshi
Dark Fall
Close B.png / F.png + Kof.sp.png
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 - - - - -

Grant's normal throw. Average, it's nothing notable.

Feints

F.png + Kof.lp.pngKof.sp.png
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.


D.png + Kof.lp.pngKof.sp.png
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
Qcb.png + Kof.lp.png/Kof.sp.png
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.

Qcb.png + Kof.lp.png 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
Qcb.png + Kof.sp.png 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
Dp.png + Kof.lp.png
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)

Dp.png + Kof.lp.png 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 D.png + Kof.lk.png/Kof.sk.png
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.

Dp.png + Kof.lp.png 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 Df.png + Kof.sp.png juggle, which can then be followed by special/super.


Kyou Chou-jin
Dp.png + Kof.sp.png
Dp.png + Kof.sp.png 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.

--- Air D.png + Kof.lk.png/Kof.sk.png
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.

Dp.png + Kof.sp.png 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 Df.png + Kof.sp.png juggle, which can then be followed by special/super.

Messhou Hisetsu
Air D.png + Kof.lk.png/Kof.sk.png
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.

Air D.png + Kof.lk.png 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 Kof.lk.png into this works very well.

Air D.png + Kof.sk.png 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
Qcf.png + Kof.lk.png/Kof.sk.png
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.
Qcf.png + Kof.lk.png 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 Kof.lk.png version is very punishable on block, doing the Kof.lk.png version as a follow up to dragon punch break is the best option mid screen, with or without meter.

Qcf.png + Kof.sk.png 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 Kof.sk.png 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
F.pngB.pngF.png + Kof.lp.png/Kof.sp.png
Last hit launches up.

F.pngB.pngF.png + Kof.lp.png 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
F.pngB.pngF.png + Kof.sp.png 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
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
Best as an anti air, and not much else.
Qcf.pngQcf.png + Kof.lp.png 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.

Qcf.pngQcf.png + Kof.sp.png 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
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
Your go-to super, confirmed from cr.a a lot. Scales pretty well too.
Qcf.pngQcf.png + Kof.lk.png 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.

Qcf.pngQcf.png + Kof.sk.png 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.


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