|
|
Health |
700
|
Forward Walk Speed |
1.00
|
Backward Walk Speed |
0.90
|
Forward Dash Speed |
2.10
|
Backward Dash Speed |
1.37
|
Jump Speed |
1.00
|
Introduction
GRANDSKY is a hard-to-execute powerhouse. With some of the most unique tools in the game, it’s hard to argue that GRANDSKY isn’t good. His meterless damage can reach 280+ and his oki game can be just as strong. GRANDSKY can play his own game by controlling the air and harassing the opponent with Payload. Voyage is an amazing combo ender and corner carry tool. He’s not just a damage dealer, but a damage sponge as he has the highest health for a playable character in the entire game - 700.
“Would you like a tour of the galaxy?”
Strengths |
Weaknesses
|
- Controller of the Sky: GRANDSKY applies a threat any time he jumps. His j.H body splash can crossup, and payload gives massive blockstun to the opponent. OD Voyage is invincible on startup, meaning it can outstuff any anti-air. OD Payload releases two projectiles.
- Grand health bar: GRANDSKY has 700 health, the highest in the game. Able to avoid getting two-touched by RINGKING.
|
- Difficult to use: He can feel very clunky when trying to apply a gameplan similar to other characters.
- Huge: Along with his massive health bar comes a massive body. GRANDSKY is the tallest character in the game, meaning he is increasingly susceptible to air attacks.
|
Unique Tools
GRANDSKY controls the air really well with his Voyage and Payload specials. These can be used for movement after an air-to-air, or to establish space. GRANDSKY loves forcing the opponent to block Payload as it grants long blockstun that allows him time to move in.
Movelist
5L Type 3 light attack. Type 3 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
3
|
7
|
+2
|
+2
|
Mid
|
0
|
-
|
-
|
Gatling Options: 5L, 2L, SP, SC
|
|
2L Type 3 light attack. Type 3 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
3
|
7
|
+3
|
+3
|
Low
|
0
|
-
|
-
|
Gatling Options: 2L, 5L, SP, SC
|
|
5H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
50
|
13
|
6
|
15
|
Knockdown
|
-9
|
Mid
|
0
|
-
|
-
|
- An upward punch that launches at a near vertical angle. Gives GRANDSKY access to his many juggle routes.
Gatling Options: SP, SC
|
|
2H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
50
|
13
|
10
|
15
|
0
|
-12
|
Low
|
0
|
-
|
-
|
- GRANDSKY kneels down and punches both fists forward. Allows GRANDSKY to continue comboing on the ground. If hit meaty more than halfway through the move, you can link light attacks.
Gatling Options: SP, SC
|
|
6H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
50
|
11
|
24
|
11
|
Knockdown
|
-27
|
Mid
|
0
|
-
|
-
|
- A full-body tackle that travels a great horizontal distance. Launches on hit.
Gatling Options: SP, SC
|
|
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
999
|
-
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
70
|
8
|
25
|
15
|
0
|
-10
|
High
|
0
|
-
|
-
|
- One of the few non-command normals to juggle, making it an integral part in GRANDSKY's combo game.
|
|
Throw L+H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
80
|
16
|
3
|
27
|
Knockdown
|
-
|
Throw
|
0
|
-
|
-
|
|
|
Airframe 424x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
90
|
10
|
6
|
15
|
-1
|
-15
|
Mid
|
22.5
|
-
|
-
|
- GRANDSKY's ground reversal. GRANDSKY shrinks his hurtbox horizontally and produces a large hitbox covering almost his entire body. Doesn't knock down.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
100
|
15
|
16
|
20
|
Knockdown
|
-24
|
Mid
|
25
|
-
|
-
|
Slower reversal with a knockdown attached. Sends very far away.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
110
|
15
|
16
|
20
|
Knockdown
|
-24
|
Mid
|
27.5
|
-
|
1-15 Full
|
Big hitbox, big damage, big I-frames. All-around good move.
|
|
Payload (Ground) 24x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
45
|
20
|
20
|
11
|
-11
|
-16
|
Mid
|
11
|
-
|
-
|
A missile flies a short distance on the ground. Doesn't really accomplish a lot outside of pressure when meaty. Heavy version travels faster.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
110
|
20
|
20
|
11
|
Knockdown
|
-16
|
Mid
|
27.5
|
-
|
-
|
A Payload missile travels along the ground and knocks the opponent down on hit. Juggles closer to the ground.
|
|
Payload (Air) j.24x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
90
|
20
|
20
|
11
|
-
|
-
|
Mid
|
22.5
|
-
|
-
|
- GRANDSKY unleashes a missile onto his opponent. Heavy version reaches the ground faster. Used to lock down an opponent from the air due to its massive blockstun.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
55,55
|
20
|
20
|
21
|
Knockdown
|
-
|
Mid
|
13.75,13.75
|
-
|
-
|
This move fires two missiles that each knock down.
|
|
Voyage j.88x ~I can show you the world~ ~I can show you the world~
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
60
|
11
|
40
|
10
|
-
|
-
|
Mid
|
15
|
-
|
-
|
- GRANDSKY transforms into a zeppelin and travels across the sky. You are able to perform Voyage after Payload as well as Voyage itself.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
70
|
11
|
55
|
10
|
-
|
-
|
Mid
|
18
|
-
|
-
|
Active for 15 more frames than the light version and goes a little further too. Only slightly less unsafe on block, good for escaping.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
80
|
11
|
55
|
75
|
Knockdown
|
-21
|
Mid
|
20
|
-
|
1-10 Full
|
This is GRANDSKY's aerial reversal and combo ender. This most goes far and fast, and you can still Voyage again afterward.
|
|
Super Grand Payload (Ground) 2626L+H
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
42
|
6
|
32
|
41
|
Knockdown
|
-61
|
Mid
|
23
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
86
|
6
|
32
|
41
|
Knockdown
|
-61
|
Mid
|
46.5
|
-
|
1-7 Projectile
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
130
|
6
|
32
|
41
|
Knockdown
|
-61
|
Mid
|
32.5
|
-
|
1-7 Full
|
- Using Super on the ground is ill-advised, as it's inferior to the aerial version in every way.
|
|
Super Grand Payload (Air) j.2626L+H
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
85
|
6
|
2*
|
41
|
Knockdown
|
-
|
Mid
|
21
|
-
|
-
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
173
|
20
|
10
|
41
|
Knockdown
|
-
|
Mid
|
43.25
|
-
|
Projectile until landing
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
260
|
20
|
10
|
41
|
Knockdown
|
-
|
Mid
|
65
|
-
|
Full until landing
|
|
|