Meg Character Guide for Granblue Fantasy Versus: Rising

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Gundroog
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Meg Character Guide for Granblue Fantasy Versus: Rising
Jaws finally has an anime fighter adaptation.

Meg is now out in Granblue Fantasy Versus: Rising, and to help everyone get started, Cygames put out a character guide that introduces her and goes over everything that Meg can do.

To give you a brief overview, Meg is a very fast and offense oriented character with a lot of mobility and options to generate mix-up opportunities. While she's overtly geared towards close range combat, she does have multiple projectile options. They aren't great for trying to zone out your opponents, but create an opening for Meg to approach. If you like characters who want get in close and keep your opponent locked down, this might be a good fit for you.

Here's her set of special moves:

  • Shark Launcher – this move will bring out Meg's friend, Mari, who will stand and wait for your command to fire a projectile. You can either fire a straight shot that servers as a more or less traditional fireball, or release a homing projectile that travels in an arc and is better suited to set up offense. If Meg or Mari are hit, Mari will vanish and won't be able to fire off a shot, so you have to consider your positioning before using this.
  • Ursula Bite – summons a shark that serves as projectile. Light one is quick but stubby. Medium is slower but extends the range. Heavy extends it further and allows for follow-up hits in the corner. The ultimate version goes seemingly full screen, and can serve as a counter for opponents throwing out projectiles.
  • Primal Waters – a dashing attack that increases in range depending on which button you use, from a short swipe with the Light version, to a full screen torpedo with Unique. The real meat of this move is in the follow-ups. After connecting with Primal Waters, you get four follow-up options. Light is a quick and safe divekick, Medium is a safe projectile (that can be interrupted), heavy is a slower divekick that goes into more damage, and Unique will set up or fire off Shark Launcher. The Heavy version's follow-ups are also far more potent, and can allow more offense or combo opportunities.
  • Dorsal Fin Blade – a leaping attack that can go over projectiles. Once again, the buttons will decide the arc and distance of the leap, and upon connecting it will lead into the same follow-ups as Primal Waters. The ultimate version doesn't perform a leap, but has an invincible start-up.
  • Screw Jaw – forward moving attack with "the shark arm." You might be seeing a trend here, but once again the heavier the button the more distance and power the move will have. As for more unique properties, the Heavy will lead to a wallbounce in the corner, while ultimate will give you a wallbounce from any position. If done in mid-air, this special will turn into a diving attack, with a heavy version that will home in on the opponent. The ultimate is not too special, but is much quicker than other versions.

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