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

From SuperCombo Wiki
Line 233: Line 233:


(Corner) Jump in D, stand A, DP + C into break (A+B), DF + CX3:   
(Corner) Jump in D, stand A, DP + C into break (A+B), DF + CX3:   
3 ways you can end the combo=
3 ways you can end this combo=


-qcfX2 + C (A comes out a bit slowe  so it will whiff, unless you only do 2 df + C then you can do qcfX2 + A to combo)
-qcfX2 + C (A comes out a bit slower so it will whiff, unless you only do 2 df + C then you can do qcfX2 + A to combo)


-qcfX2 + B/D  
-qcfX2 + B/D  


-DP + C then d + D after the DP + C is done hitting them. Use this one if you don't have any meter.
-DP + C then d + D after the DP + C is done hitting them. (Use this one if you don't have any meter.)


More to come
More to come

Revision as of 12:57, 5 March 2006

Gameplay Overview

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.

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.

Attributes

Class:Heavy Movement: Dash

Frame Data

Information care of Howard Arena

Attack To Hit Block Adv. Hit Adv.
cs.A 3 +6 +6
cs.B 6 +4 +4
cs.C 8 -12 -12
cs.D 9 +5 +5
s.A 6 +4 +4
s.B 6 +4 +4
s.C 9 -6 -6
s.D 14 -4 KD
c.A 4 +5 +5
c.B 5 +2 +2
c.C 10 -20 -20
c.D 7 -14 KD
d+AB 8 -2 -8
A+B 21 +3 -3
d/f+C 12 -9 KD
Attack To Hit Block Adv. Hit Adv.
qcb+A 13 -11 KD
qcb+C 20 -3 KD
dp+A 7 -24(+7) KD
dp+C 5 -12(+7) KD
(air) d+B 17 -2~+5 -2~+5
(air) d+D 17 -4~+5 -4~+5
qcf+B 11 -5 KD
qcf+D 22 -1 KD
f,b,f+A 19 -16 KD
f,b,f+C 25 -16 KD
(T.O.P.) C+D 15 -15 KD
qcfx2+A 12 -11 KD
qcfx2+C 11 -11 KD
qcfx2+K 0 -2 KD

.

Attack Notes

To come.

Bread'n'Butter Combos

(Anywhere) Close stand D, down + A, qcfX2 + B/D.

(Mid-screen) Cross-up B/D (D doesn't cross-up everyone but B does), stand A, down + A, qcfX2 + B/D.

(Mid-screen) Cross up B/D (D doesn't cross-up everyone but B does), stand A, DP + C into Break (A+B), qcb + B (If you have meter you can end this combos with a qcfX2 + A/C as well.)

(Corner) Jump in deep with D, dash in (f,f), stand AX2, down + A, qcfX2 + B/D.

(Corner) Jump in D, stand A, DP + C into break (A+B), DF + CX3: 3 ways you can end this combo=

-qcfX2 + C (A comes out a bit slower so it will whiff, unless you only do 2 df + C then you can do qcfX2 + A to combo)

-qcfX2 + B/D

-DP + C then d + D after the DP + C is done hitting them. (Use this one if you don't have any meter.)

More to come

T.O.P. Notes

To come.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.