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 c and c
and he can't combo after either, unless he does a meaty c
on wake up.
He doesn't have many options for overheads either.
The best is instant jump back .
His +
, like all others,
comes out way to slow and can be seen from a mile away.
His ,
,
+
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.