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

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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.  
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 ==
== Gameplay ==
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|pros=
|pros=
* '''Good range and damage on normals'''
* '''Good range and damage on normals'''
* '''Good set of special moves that are easily used in neutral'''
* '''Good neutral and air-to-air game'''
* '''Higher defense and guard crush gauge than average'''
* '''Higher defense and guard crush gauge than average'''
* '''Can be played very safe and low risk'''
* '''Can be played very safe and low risk'''
* '''Arguably the easiest character to play with the lowest execution'''
* '''Arguably the easiest character to play with the lowest execution, making him very consistent'''
|cons=
|cons=
* '''Limited conversions off a low'''
* '''Limited conversions off a low'''
* '''Can be somewhat dependent on meter to get damaging conversions'''
* '''Can be somewhat dependent on meter to get damaging conversions'''
* '''Can't throw a crouching opponent (except at point-blank in the corner)'''
* '''Can't throw crouching opponents (except at point-blank range in the corner)'''


}}
}}
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{{MOTW Legend}}
{{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.




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===Close Standing Normals===
===Close Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cl.A.jpg
|image=Garou Grant cl.A.jpg
|name=Cl. {{Icon-SNK|A}}
|name=c.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 63: Line 73:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Your typical good jab to open people up and for basic pressure.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Close 5B</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cl.B.jpg
|image=Garou Grant cl.B.jpg
|name=Cl. {{Icon-SNK|B}}
|name=c.5B
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Another good poke, especially since it can link into his {{Icon-SNK|B}}/{{Icon-SNK|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.
  |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.
  }}
  }}
}}
}}
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cl.C-1.jpg
|image=Garou Grant cl.C-1.jpg
|image2=Garou Grant cl.C-2.jpg
|image2=Garou Grant cl.C-2.jpg
|name=Cl. {{Icon-SNK|C}}
|name=c.5C
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cl.D.jpg
|image=Garou Grant cl.D.jpg
|name=Cl. {{Icon-SNK|D}}
|name=c.5D
|subtitle=
|subtitle=
|caption=
|caption=
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===Far Standing Normals===
===Far Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant s.A.jpg
|image=Garou Grant s.A.jpg
|name=Far {{Icon-SNK|A}}
|name=f.5A
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant s.B.jpg
|image=Garou Grant s.B.jpg
|name=Far {{Icon-SNK|B}}
|name=f.5B
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Another good poke, especially since it can link into his {{Icon-SNK|B}}/{{Icon-SNK|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.
  |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.
  }}
  }}
}}
}}
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant s.C.jpg
|image=Garou Grant s.C.jpg
|name=Far {{Icon-SNK|C}}
|name=f.5C
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant s.D.jpg
|image=Garou Grant s.D.jpg
|name=Far {{Icon-SNK|D}}
|name=f.5D
|subtitle=
|subtitle=
|caption=
|caption=
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===Crouching Normals===
===Crouching Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cr.A.jpg
|image=Garou Grant cr.A.jpg
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description= One of your go-to moves, confirms into super
  }}
  }}
}}
}}


 
===== <span class="invisible-header">2B</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cr.B.jpg
|image=Garou Grant cr.B.jpg
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cr.C-1.jpg
|image=Garou Grant cr.C-1.jpg
|image2=Garou Grant cr.C-2.jpg
|image2=Garou Grant cr.C-2.jpg
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant cr.D.jpg
|image=Garou Grant cr.D.jpg
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description= A solid sweep, nothing special.
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant j.A.jpg
|image=Garou Grant j.A.jpg
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant j.B.jpg
|image=Garou Grant j.B.jpg
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
Line 428: Line 432:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant j.C.jpg
|image=Garou Grant j.C.jpg
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=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.
  |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> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant j.D.jpg
|image=Garou Grant j.D.jpg
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
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===Command Normals===
===Command Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Ma-heki (3C)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant 3C.jpg
|image=Garou Grant 3C.jpg
|name=Ma-heki
|name=Ma-heki
|input={{Motion|3}} + {{Icon-SNK|C}}
|input=3C
|subtitle=Demonic Wall
|subtitle=Demonic Wall
|caption=
|caption=
Line 514: Line 516:
===Universal Moves===
===Universal Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Grant_AB.jpg
|image=Garou_Grant_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
|caption=
|caption=
Line 541: Line 543:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
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|image2=Garou Grant 2AB-2.jpg
|image2=Garou Grant 2AB-2.jpg
|image3=Garou Grant 2AB-3.jpg
|image3=Garou Grant 2AB-3.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
|caption=
|caption=
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
Line 577: Line 579:
|image2=Garou Grant CD-2.jpg
|image2=Garou Grant CD-2.jpg
|name=Majin Gan (T.O.P. Attack)
|name=Majin Gan (T.O.P. Attack)
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. Only)
|subtitle=Devil Rock
|subtitle=Devil Rock
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=8, 7, 6 (with 1.25x damage modifier)
  |Damage=7x3 (base damage)
  |Guard=Mid
  |Guard=Mid
  |Startup=16
  |Startup=16
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=10×3
  |Guard Crush Value=10×3
  |description=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.
  |description=A decent T.O.P attack. A great poke once in a while, and can even work as a anti-air.  
 


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===
===Throws===


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


===Feints===
===Feints===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant ForwardTaunt.jpg
|image=Garou Grant ForwardTaunt.jpg
|name={{Motion|6}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=6A+C
|subtitle=Forward Feint
|subtitle=Forward Feint
|caption=
|caption=
Line 661: Line 659:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Grant DownTaunt.jpg
|image=Garou Grant DownTaunt.jpg
|name={{Motion|2}} + {{Icon-SNK|A}}{{Icon-SNK|C}}
|name=2A+C
|subtitle=Down Feint
|subtitle=Down Feint
|caption=
|caption=
Line 690: Line 688:
===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Kokuen-ryuu (214P)</span> =====
{{MoveData
{{MoveData
| name    = Kokuen-ryuu
| name    = Kokuen-ryuu
| input    = {{Motion|214}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 214 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 699: Line 697:
| linkname =  
| linkname =  
| data    =  
| data    =  
Grant's 'projectile' which isn't much of a projectile. <br>
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>
The animation shows the move going about half the distance of Grants body, but the hitbox is much smaller than that. <br>
This is a terrible move and should rarely be used for anything. It doesn't combo into much, and it doesn't work as an anti air like the animation would suggest it would. <br>
The strong version pushes Grant forward a bit, and its just as bad as the weak version. The hitbox is the same as the weak version, it just stay's out for a few extra frames. <br><br>
Both versions are impossible to just defend at 0-pixel health bar. <br><br>


   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|214}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 12
   | Damage            = 12
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 724: Line 718:
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 15
   | Damage            = 15
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 20
   | Startup          = 20
   | Active            =  
   | Active            =  
Line 742: Line 736:
}}
}}


 
===== <span class="invisible-header">Kyou Chou-jin (623P)</span> =====
 
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Kyou Chou-jin
| name    = Kyou Chou-jin
| input    = {{Motion|623}} + {{Icon-SNK|A}}
| input    = 623 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 755: Line 747:
Dragon punch move that can be followed up with a divekick. <br><br>
Dragon punch move that can be followed up with a divekick. <br><br>
The hitbox to this move is also a bit funny. <br>
The hitbox to this move is also a bit funny. <br>
If Grants forearm isn't touching the opponent, then the move won't hit,  
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,  
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>
remember this when trying to break the move as it will leave you open. (Both versions) <br><br>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|623}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7, 6
   | Damage            = 7, 6
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 7
   | Startup          = 7
   | Active            =  
   | Active            =  
Line 777: Line 769:


1~2F full-body invincibility.  
1~2F full-body invincibility.  
Impossible to just defend at 0-pixel health bar.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   |subtitle=Messhou Hisetsu (Follow-up)
   |subtitle=Messhou Hisetsu (Follow-up)
   |version= --- Air {{Motion|2}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
   |version= Air 2B/D
   |Damage=
   |Damage=
   |Guard=High
   |Guard=High
Line 795: Line 785:
   |Cancel on Block=
   |Cancel on Block=
   |Guard Crush Value=
   |Guard Crush Value=
   |description=
   |description= For differences between B and D versions see the separate entry for Messhou Hisetsu.
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|623}} + {{Icon-SNK|A}} Break
   | version          = A Break
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7
   | Damage            = 7
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 7
   | Startup          = 7
   | Active            =  
   | Active            =  
Line 814: Line 804:
   | description      =
   | description      =
When you break the move, it leads to free special/super, and in the corner,  
When you break the move, it leads to free special/super, and in the corner,  
it leads to free {{Motion|3}} + {{Icon-SNK|C}} juggle, which can then be followed by special/super.  
it leads to free 3C juggle, which can then be followed by special/super.  
   }}
   }}
}}
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Kyou Chou-jin
| input    = {{Motion|623}} + {{Icon-SNK|C}}
| subtitle =
| image    =
| caption  =
| linkname =
| data    =
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|623}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7, 6, 6, 8
   | Damage            = 7, 6, 6, 8
   | Guard            = Mid, Mid, Mid, Low
   | Guard            = <span style="color:#ff0000;">Mid, Mid, Mid, Low</span>
   | Startup          = 5
   | Startup          = 5
   | Active            =  
   | Active            =  
Line 846: Line 823:
   | Guard Crush Value = 4, 4, 4
   | Guard Crush Value = 4, 4, 4
   | description      =
   | description      =
The strong version vertically travels flying off the screen.  
The strong version basically lets you fly.  


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


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


1~3F full-body invincibility.  
1~3F full-body invincibility.  
Impossible to just defend at 0-pixel health bar.
  }}
  {{AttackData-Garou
  |subtitle=Messhou Hisetsu (Follow-up)
  |version= --- Air {{Motion|2}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
  |Damage=
  |Guard=High
  |Startup=
  |Active=
  |Recovery=
  |Total=
  |Hit Adv=
  |Block Adv=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Block=
  |Guard Crush Value=
  |description=
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|623}} + {{Icon-SNK|C}} Break
   | version          = C Break
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7
   | Damage            = 7
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 5
   | Startup          = 5
   | Active            =  
   | Active            =  
Line 892: Line 849:
   | description      =
   | description      =
When you break the move, it leads to free special/super, and in the corner,  
When you break the move, it leads to free special/super, and in the corner,  
it leads to free {{Motion|3}} + {{Icon-SNK|C}} juggle, which can then be followed by special/super.  
it leads to free 3C juggle, which can then be followed by special/super.  
   }}
   }}
}}
}}


 
===== <span class="invisible-header">Messhou Hisetsu (j2K)</span> =====
 
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Messhou Hisetsu
| name    = Messhou Hisetsu
| input    = Air {{Motion|2}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = Air 2B/D
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 915: Line 870:
Can beat out upper-body evasion attacks. <br><br>
Can beat out upper-body evasion attacks. <br><br>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = Air {{Motion|2}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            = 8
   | Damage            = 8
   | Guard            = High
   | Guard            = <span style="color:#ff0000;">High</span>
   | Startup          = 17
   | Startup          = 17
   | Active            =  
   | Active            =  
Line 930: Line 885:
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      =
   | description      =
Instant air {{Icon-SNK|B}} into this works very well.
Instant air B into this works very well.  
 
Impossible to just defend at 0-pixel health bar.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = Air {{Motion|2}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            = 8
   | Damage            = 8
Line 959: Line 912:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Gou Dangai (236K)</span> =====
{{MoveData
{{MoveData
| name    = Gou Dangai
| name    = Gou Dangai
| input    = {{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 236 B/D
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 968: Line 921:
| linkname =  
| linkname =  
| data    =  
| data    =  
The RTSD move. People hate it for many reasons, mainly because Grant can use it over his normal dash to build meter while he advances. <br>
The RTSD move. Hated by people as a pretty free dash that gives meter while you advance. <br>
The {{Icon-SNK|B}} version is very punishable on block, while the {{Icon-SNK|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>
Opponents who stick something out while jumping back will generally beat this movie, so try not to use it against players who do that.
Doing the {{Icon-SNK|B}} version as a follow up to dragon punch break is the best option mid screen, with or without meter. <br>
<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><br>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            = 18
   | Damage            = 18
   | Guard            = Mid
   | Guard            = <span style="color:#ff0000;">Mid</span>
   | Startup          = 11
   | Startup          = 11
   | Active            =  
   | Active            =  
Line 987: Line 939:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      =  
   | 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>
Impossible to just defend at 0-pixel health bar.
  }}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            = 22
   | Damage            = 22
Line 1,007: Line 958:
   | Guard Crush Value = 10
   | Guard Crush Value = 10
   | description      =  
   | 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>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Gou Retsu-shou (646P)</span> =====
{{MoveData
{{MoveData
| name    = Gou Retsu-shou
| name    = Gou Retsu-shou
| input    = {{Motion|6}}{{Motion|4}}{{Motion|6}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 646 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
Line 1,021: Line 974:
Last hit launches up. <br><br>
Last hit launches up. <br><br>
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|6}}{{Motion|4}}{{Motion|6}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7, 7, 7
   | Damage            = 7, 7, 7
Line 1,039: Line 992:
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|6}}{{Motion|4}}{{Motion|6}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 7, 7, 8
   | Damage            = 7, 7, 8
Line 1,061: Line 1,014:
===Super Moves===
===Super Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Majin Haten Dan (236236P)</span> =====
{{MoveData
{{MoveData
| name    = Majin Haten Dan
| name    = Majin Haten Dan
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 236236 A/C
| subtitle =  
| subtitle =  
| image    =  
| image    =  
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    = Best as an anti air, and not much else.
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|A}}
   | version          = A
   | subtitle          =  
   | subtitle          =  
   | Damage            = 31
   | Damage            = 31
Line 1,089: Line 1,042:
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 45
   | Damage            = 45
Line 1,103: Line 1,056:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 30
   | Guard Crush Value = 30
   | description      = 1~13F full-body invincibility.  
   | description      = 1~13F full-body invincibility. Pretty rarely used super, only for situations it'll for sure it and you want extra damage.  
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Majin Engetsu Rin (236236K)</span> =====
 
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Majin Engetsu Rin
| name    = Majin Engetsu Rin
| input    = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = 236236 B/D
| subtitle =  
| subtitle =  
| image    =  
| image    =  
| caption  =  
| caption  =  
| linkname =  
| linkname =  
| data    =  
| data    = Your go-to super, confirmed from cr.a a lot. Scales pretty well too.
   {{AttackData-Garou
   {{AttackData-Garou
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|B}}
   | version          = B
   | subtitle          =  
   | subtitle          =  
   | Damage            = 4×13, 12
   | Damage            = 4×13, 12
Line 1,137: Line 1,088:
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}}{{Motion|236}} + {{Icon-SNK|D}}
   | version          = D
   | subtitle          =  
   | subtitle          =  
   | Damage            = 5×13, 16
   | Damage            = 5×13, 16
Line 1,151: Line 1,102:
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value = 1×13, 5
   | Guard Crush Value = 1×13, 5
   | description      = 1~4F full-body invincibility.  
   | description      = 1~4F full-body invincibility. Not used too much, typical P super for more damage to seal a kill.  
  }}
  }}
}}
}}

Latest revision as of 17:43, 25 October 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 rectangle or rectangles) that tells 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) 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: Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active 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 accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X 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 Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 X X 4

Your typical good jab to open people up and for basic pressure.

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 Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 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 Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 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 Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 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 Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 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 Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 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 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.


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 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

2A

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


2D

2D
Garou Grant cr.D.jpg
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

A solid sweep, nothing special.

Jumping Normals

jA

j.A
Garou Grant j.A.jpg
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.


jB

j.B
Garou Grant j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv 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 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 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 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


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 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 Cancel on Hit Cancel on Block Guard Crush Value
-8 -2 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 Cancel on Hit Cancel on Block Guard Crush Value
KD -15 - - 10×3

A decent T.O.P attack. A great poke once in a while, and can even work as a anti-air.

Throws

Ground Throw

Ankoku Otoshi
Dark Fall
Close 4/6 C
Garou Grant Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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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