Garou: Mark of the Wolves/Grant

From SuperCombo Wiki
Grant.PNG

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.

He 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.

Pros Cons
  • Good Normals for poking
  • Easy BR Special
  • Corner combo options
  • Good air command move
  • Hard Link combos
  • Excessive Use of Power Gauge
  • Main Anti Air is Super Move

Character Colors

Grantcolors.JPG

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

St. 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.

St. 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.

St. 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

St. 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 6

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 Low 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

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 Low 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
- - X 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
- - X 4

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
- - X 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.

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
- - X 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

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

St. Kof.lp.pngKof.lk.png
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 X X X 5

Cr. Kof.lp.pngKof.lk.png > Kof.sp.png
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 ◯ (1st hit) X 3, 3
  • 1~7F upper body invincibility

Devil's Rock
Kof.sp.pngKof.sk.png
Garou Grant CD-1.jpg
T.O.P. Attack
Garou Grant CD-2.jpg
Damage Guard Startup Active Recovery Total
- Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -15 X 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

Dark Fall
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.

Feint Cancels

F.png + Kof.lp.pngKof.sp.png
Garou Grant ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

D.png + Kof.lp.pngKof.sp.png
Garou Grant DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Special Moves

Kokuen-ryu
Qcb.png + Kof.lp.png/Kof.sp.png
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 X X X 7

Grant's 'projectile' which isn't much of a projectile. The animation shows the move going about half the distance of Grants body, but the hitbox is much smaller than that. 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. 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.

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 -20 X X X 8
Kyou Choujin
Dp.png + Kof.lp.png/Kof.sp.png
Dp.png + Kof.lp.png Damage Guard Startup Active Recovery Total
12 (7) Mid, High 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 (+7) X X X 3, 3
  • Breakable with Kof.lp.pngKof.lk.png
  • 1~2F invincibility

Dragon punch move that can be followed up with a dive kick. Grant can play a very annoying keep away game with this move and be very affective. 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. The hitbox to this move is also a bit funny. If Grants 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. The weak version travels about jump height, while the strong version flies off the screen.

Dp.png + Kof.sp.png Damage Guard Startup Active Recovery Total
16 (7) Mid, High 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 (+7) X X X 4, 4, 4
  • Breakable with Kof.lp.pngKof.lk.png
  • 1~3F invincibility
Messhou Hisetsu
Jump D.pngD.png + Kof.lk.png/Kof.sk.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 X X X 7
  • Can be cancelled into out of DP

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 his dragon punch if you don't break it-and it is very useful for wake up mix ups. Instant air Kof.lk.png into this works very well. This move also helps with running away after a dragon punch, and will annoy your opponent if they don't know how to deal with it.

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 X X X 7
  • Startup is 16F if cancelled into from a DP
Gou Dangai
Qcf.png + Kof.lk.png/Kof.sk.png
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 X X X 7

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. The Snkb.gif is very punishable on block, while 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. Doing the Kof.lk.png version as a follow up to dragon punch break is the best option mid screen, with or without meter. 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.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 X X X 10
Gou Retsu-shou
F.pngB.pngF.png + Kof.lp.png/Kof.sp.png
F.pngB.pngF.png + Kof.lp.png Damage Guard Startup Active Recovery Total
18 Overhead 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 X X X 3 x 2, 5
F.pngB.pngF.png + Kof.sp.png Damage Guard Startup Active Recovery Total
19 Overhead 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -16 X X X 3 x 2, 5

Super Moves

Majin Haten Dan
Qcf.pngQcf.png + Kof.lp.png/Kof.sp.png
S Power 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 X X X 20
  • 1~12F invincibility
P Power 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 X X X 30
  • 1~13F invincibility
Majin Engetsu Rin
Qcf.pngQcf.png + Kof.lk.png/Kof.sk.png
S Power Damage Guard Startup Active Recovery Total
39 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 X X X 1 × 13, 3
  • 1~2F invincibility
P Power Damage Guard Startup Active Recovery Total
55 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -2 X X X 1 x 13, 5
  • 1~4F invincibility

Combos

Note: damage is based on the majority of the cast. All combos will do slightly less on Grant and Tizoc but slightly more on Jenet, Hotaru and Hokutomaru

  • Close Snkd.gif, cSnka.gif Qcf.png, Qcf.png + Snkb.gif 49 damage
  • sSnkb.gif, cSnka.gif Qcf.png, Qcf.png + Snkb.gif 45 damage
  • cSnka.gif Qcf.png, Qcf.png + Snkb.gif 42 damage
  • Close s/cSnka.gif, cSnka.gif Qcf.png, Qcf.png + Snkb.gif 43 damage
  • closeSnka.gif, Dp.png + Snkc.gif (break) Qcf.png, Qcf.png + Snka.gif 35 damage
  • closeSnka.gif, Dp.png + Snkc.gif (break) Qcf.png + Snkb.gif 25 damage
  • F.png, B.png + F.png + Snkc.gif, Dp.png + Snkc.gif, D.png + Snkd.gif 35 damage

Corner Only

  • Qcf.png + Snkd.gif, Dp.png + Snkc.gif, D.png + Kick.gif 33 damage
  • F.png, B.png + F.png + Snka.gif, (Df.png + Snkc.gif)x3, Qcf.png, Qcf.png + Snkc.gif 71 damage
  • F.png, B.png + F.png + Snkc.gif, (Df.png + Snkc.gif)x4, Qcf.png, Qcf.png + Snkc.gif 79 damage
  • F.png, B.png + F.png + Snkc.gif, (Df.png + Snkc.gif)x4, Dp.png + Snkc.gif, D.png + Kick.gif 61 damage
  • jump Snkd.gif, sSnkd.gif, Qcf.png, Qcf.png + Snkb.gif 54 damage
  • jump Snkd.gif, sSnkd.gif, Qcf.png, Qcf.png + Snkd.gif 69 damage
  • sSnkb.gif, cSnka.gif, cSnka.gif, Qcf.png, Qcf.png + Snkb.gif 48 damage
  • sSnkb.gif, cSnka.gif, cSnka.gif, Qcf.png, Qcf.png + Snkd.gif 63 damage
  • closeSnka.gif, Dp.png + Snkc.gif (break) (Df.png + Snkc.gif)x3 Qcf.png, Qcf.png + Snkc.gif 65 damage

Anywhere

  • Crouching/Standing A, Crouching A (link)-->QCFx2+K [36%-48%]
  • Jumping D-->Standing B-->QCFx2+K [42.5%-55%]
  • F, B, F+P-->DF+C-->QCF+B [32%]
  • F, B, F+P-->DF+C-->QCFx2+P [40%-48%]
  • Down+D in the air-->QCFx2+K [38%-50%]
  • This is a rather difficult combo to do since you need to be at a certain distance to combo off the dive kick. You could be lucky though and counter hit the opponent with a dive kick.
  • Standing B, Crouching A (link)-->QCFx2+K [36.5%-50%]

Corner only

  • F, B, F+P-->DF+C 3 times-->QCFx2+A [52%]
  • F, B, F+P-->DF+C 4 times-->QCFx2+C [66%]
  • F, B, F+P-->DF+C 4 times-->F, D, DF+C (2 hits), then Down+D [50%]
  • Jumping C/D-->Standing D-->QCFx2+K [45%-57.5%]
  • Standing A 2 times, Crouching A-->QCFx2+K [38%-50%]
  • Crouching A 3 times-->QCFx2+K [38%-50%]
  • Standing B-->Crouching A 2 times-->QCFx2+K [40%-52.5%]
  • Jumping C/D-->Standing A-->F, D, DF+C, Break-->DF+C 3 times-->F, D, DF+C, then D+K [46%]

Basic Strategy

Gameplay Overview

Grant is a very unique character in MOTW. He cannot feint cancel any of his attacks, which means he has to work a bit harder for combo damage, relying on links and resets. He can be played like a tank since he has several good pokes. He can control space around him on the ground and in the air, plus he can run away pretty easily against half of the cast. grant with meter becomes a completely different character, the fear of his supers will generally change how an opponent fights against him, plus once he has meter it becomes easier for him to rush an opponent down. The lack of feint cancels doesn't hurt him at all since he would be pretty broken if he did have them.

A good way to sum up grants gameplay is to play him as if you were playing Street Fighter. Once you have meter, either continue playing him the same or begin rushing the opponent down.

One issue Grant has is no low that he can combo after. His only low attacks are cSnkb.gif and cSnkd.gif and he can't combo after either, unless he does a meaty cSnkb.gif on wake up. He doesn't have many options for overheads either. The best is instant jump back Snkb.gif. His Snka.gif+Snkb.gif, like all others, comes out way to slow and can be seen from a mile away. His F.png, B.png, F.png + Punch.gif is very slow and doesn't always catch the opponent, but its good to throw out once in a blue moon.

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.

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.

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.


Advanced Tactics

In-depth video lecture on Grant. Please use the timestamps to navigate the topics.

Matchup Notes

Favorable - Unfavorable -

Tizoc (The Griffon Mask)

Overall Grant's easiest match up. Grants pokes beat out almost all of Tizoc's pokes and attacks. Grant will want to stay about one character distance away from Tizoc so a mash happy Tizoc player doesn't get a grab or super. Grants sSnkc.gif, short hop back Snkd.gif are great ways to keep Tizoc players at bay, and will beat out Tizoc's short hop Snkc.gif/Snkd.gif. A Max distance c Snkc.gif is also a nice poke, but if done too close, Tizoc can dash in grab. Watch out for Tizoc's who abuse his F.png + Snka.gifSnkc.gif feint, which has full upper body invincibility.

B. Jenet

Quite possibly Grant's hardest match up. Grant has to play very safe since Jenet's pokes can beat out pretty much everything Grant does. Staying out of the corner is also key when fighting against Jenet. Her lock down strings work even better on the big characters, and once an experienced Jenet player has you there, it could very well be game over. Grants far Snkd.gif can beat out Jenet's dive kick, so can his Qcf.png,Qcf.png + Punch.gif super. He can also jump Snka.gif/Snkc.gif/Snkd.gif her out of it. A short hop Snka.gif will work best for the Snkb.gif dive kick, while the jump back Snkc.gif/Snkd.gif will work better for a Snkd.gif dive kick. Shy away from using his Qcf.png + Snkb.gif against her since she can punish it easily on block. Qcf.png + Snkd.gif is much more safe.

Terry Bogard

Grant wins this matchup about 6-4.

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.

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.

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

Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant