GRANDSKY
ATTRIBUTES
SPEED HURTBOX PROJECTILES COLORS
PORTRAIT ENERGY FORWARD BACKWARDS JUMP STAND CROUCH JUMP PAYLOAD CONFIRM CANCEL CONFIRM
HOLD SELECT
CANCEL
HOLD SELECT
700 1.00
Walk
2.10
Dash
0.90
Walk
1.37
Dash
1.00
FRAME DATA
DESCRIPTION FRAMES INVINCIBILITY IMPACT PROPERTIES
NAME DIAGRAM STARTUP ACTIVE RECOVERY TOTAL FULL PROJECTILE
RESISTANCE
DAMAGE HITSTUN BLOCKSTUN KNOCKBACK HITS HIGH/LOW MISC
Light
Attack
Standing 4 3 7 14 - - 35 12 12 9 - -
Crouching 4 3 7 14 - - 35 12 12 6 Low -
Jumping 4 999 - 999 - - 35 20 20 3 High Active until jump lands
Heavy
Attack
Standing 12 6 15 33 - - 50 Knock
down
12 8 - -
Crouching 12 10 15 37 - - 50 25 13 6 Low -
Jumping 7 25 15 47 - - 70 40 30 3 High May juggle 1 hit
Command 10 24 11 45 - - 80 Knock
down
8 5 - May juggle 1 hit
Payload
(Air or
Ground)
Light 19 20 11 50 - - 90
Air
45
Ground
45
Air
20
Ground
30
Air
15
Ground
5 - Projectile
Heavy 19 20 11 50 - - 90
Air
45
Ground
45
Air
20
Ground
30
Air
15
Ground
5 - Projectile;
Increased speed
Overdrive 19 20 11 50 - - 55
Air
55
Ground
Knock
down
50
Air
25
Ground
10 - Projectile;
2 total projectiles
for Air version;
Greatly increased speed
Voyage
(Air)
Light 10 40 10 60 - - 60 Knock
down
5 5 - -
Heavy 10 55 10 75 - - 70 Knock
down
10 10 - -
Overdrive 10 55 10 75 1~10f - 80 Knock
down
10 10 - -
Airframe
Light 9 6 15 30 - - 90 20 6 6 - -
Heavy 14 16 20 50 - - 100 Knock
down
12 12 - -
Overdrive 14 16 20 50 1~15f - 110 Knock
down
12 12 - -
Super Grand Payload
(Air or Ground)
5 2
Air
32
Ground
30 37
Air
67
Ground
1~7f - 85~260
Air
42~130
Ground
Knock
down
1 5 High Air: Active and
invincibile until
landing
Throw 15 3 27 45 - - 80 Knock
down
- - - -