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Revision as of 07:27, 27 January 2023
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 |
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Character Colors
Move List
Esoterics
Frame Data Source: https://w.atwiki.jp/garoumow/pages/31.html
Legend:
- Hit Box: Area that will hit the opponent
- Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
- 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.
- Command = the input for the attack.
- Start Up = How many start up frames a move/attack has.
- Hit = When the attack hits.
- Block = When the attack is blocked.
- + 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.
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 5 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X | X | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Mid | 8 | 3 | 30 | 41 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-12 | -12 | X | X | 6 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Mid | 9 | 3 | 13 | 25 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | X | X | 8 |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 6 | 4 | 7 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X | X | 6 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 9 | 5 | 22 | 36 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | -6 | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 14 | 5 | 20 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -4 | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 5 | 3 | 10 | 18 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | X | X | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7, 7 | Low | 10 | 1, (1), 3 | 38 | 53 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-20 | -20 | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Low | 8 | 4 | 31 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -14 | X | X | 5 |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 3 | 11 | - | - |
Hit Adv | Block Adv | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 3 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | High | 7 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
A good air-to-air. It takes longer to come out than his weaker air attacks, but its worth it, just be sure to time it right and you will be set. Once Grant hits with this, he has the opportunity to play some ground mind games since he can dash under, or to the exact spot his opponent will land leading to an ambiguous cross up. He can also do a 0 Frame super, which if timed right can be unblockable if the opponent doesn't know how to counter it. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | High | 6 | 6 | - | - |
Hit Adv | Block Adv | 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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 12 | 4 | 26 | 42 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -9 | 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 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Overhead | 21 | 11 | 11 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | +3 | X | X | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 8 | 3, (5), 5 | 22 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-8 | -2 | ◯ (1st hit) | X | 3, 3 | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | Mid | 16 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -15 | X | X | 10 x 3 | |
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. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+33 | - | - | - | - | |
Grant's normal throw. |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Special Moves
Super Moves
S Power | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
31 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | X | X | 20 | ||
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P Power | Damage | Guard | Startup | Active | Recovery | Total |
45 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | X | X | 30 | ||
|
S Power | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
39 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -2 | X | X | 1 × 13, 3 | ||
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P Power | Damage | Guard | Startup | Active | Recovery | Total |
55 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -2 | X | X | 1 x 13, 5 | ||
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