Thats his mind game off off his tick throws, but because he has all that shit it makes his vortex soo much stronger. Like lets say you set up the b1 reset and you wana go for some extra damage. I always start my vortex with the f1 low option because f13 is a tick throw set up. So you can f13 after the b1 and they gotta block it and if they do you do cancel into trait. If you read them jumping trait you can dead air and grab an ez 40%. If you read a parry then you can wc and get a set up. If you just want to make things safe and stay close you can MBcleaver and you are plus and in range to 113.I always thought the vortex was the fact that off of any blocked string he can do..... trait/dead air/WC/cleaver
So you always force your opponent to guess what you'll do.... and usually he's safe (dead air is not safe and is sad face everywhere).... but because he takes a risk in these..... sometimes its just better to do nothing.
Thats his mind game off off his tick throws, but because he has all that shit it makes his vortex soo much stronger. Like lets say you set up the b1 reset and you wana go for some extra damage. I always start my vortex with the f1 low option because f13 is a tick throw set up. So you can f13 after the b1 and they gotta block it and if they do you do cancel into trait. If you read them jumping trait you can dead air and grab an ez 40%. If you read a parry then you can wc and get a set up. If you just want to make things safe and stay close you can MBcleaver and you are plus and in range to 113.
Grundy is like the opposite grappler that bane is, he requires a decent amount of thought to play well. The thought is also soo worth it because you can do two combos and clear 100%, hes just crazy. I feel that if he was able to get a tick throw off b1, if his trait didnt lose to parry's, and if he had a more reliable way to build meter would be top tier.
I wouldn't worry about it. This isn't like an official thread where its like "THIS IS WHAT WE WANT"Anyone want to give me a run down on what to add/remove from original post?
I ain't reading through those pages where 80% of the posts are just you guys trying to kill each other online.
Also to newer people that don't know- we aren't asking for ALL these buffs just giving ideas to NRS which to pick and choose.
(Although I would enjoy all the buffs would make Black Adam vs Grundy 5-5 haha)
pretty muchOnce Superman and Adam get nerfed this guy will naturally get better. He doesn't need buffs. Grundy's offense is not predictable and he has a lot of true 50/50s with WCC. He has a vortex off of MB WC. Seriously this character is fine, the biggest buff for Grundy would be to nerf Superman.
holy fucking shit this.and making the cancel input to DD would also be super nice....
holy fucking shit this.
Yeah I figured. In MK9 CSZ players wanted inputs changed around because of how bad the negative edge effected him. They were constantly accidentally throwing bombs.I already posted this and posted that is something that they said they weren't willing to do.
Yeah I figured. In MK9 CSZ players wanted inputs changed around because of how bad the negative edge effected him. They were constantly accidentally throwing bombs.
Gotta really disagree with stacking of traits at level 1 especially. If you can only have one level two or two level one it becomes pointless. The bonus you get at level one is pretty poor. Again the only fights that it really helps in are superman, deathstroke, sinestro and maybe a minor help with green lantern hawkgirl and black adam. It would be interesting to stack two level 2's but most of the time its not worth the damage loss.The only thing i want done to grundy is the trait usage so u can have 2 active at one time, x1 power, x1 health, or 1x chip. As far as always using the health chain....i only use it if it will kill. I do power first....unless i'm playing sups, ds, cyborg, ares, sinestro.... ya know characters whose main strength is the distance game against grundy. But i don't see the point of ending in health chain cause it puts them so far away. If they block f2, 3 they take an tick throw or i will follow up with df1 on hit and then make them guess again but this time it will be the overhead (which u can't jump out of) or walking corpse mb.....if i hit the overhead i do j2, 11, health trait.....combine the 25% or so for the power one or more times, 21% for the for all the f2, 3 air grabs....they r sitting at less than 45% health....all i need is one more health trait combo 45% or a reset for 56% with grave rot. Buff....i don't think so.....nerf? that would just be stupid. I do however wanna know what ppl do vs hawkgirl? that flight and then the mace charge i haven't figured out how to punish.
I would gladly trade 10% more damage for taking little to no damage from zoning and having a health buff.Gotta really disagree with stacking of traits at level 1 especially. If you can only have one level two or two level one it becomes pointless. The bonus you get at level one is pretty poor. Again the only fights that it really helps in are superman, deathstroke, sinestro and maybe a minor help with green lantern hawkgirl and black adam. It would be interesting to stack two level 2's but most of the time its not worth the damage loss.
Also never understood the talk about positioning. The health chain pushes farther but you also recover faster than the others so you're left relatively even. You get a dash in before they get up putting you in a similiar position as the other traits.
noI would gladly trade 10% more damage for taking little to no damage from zoning and having a health buff.
Also I agree that the positioning when your opponent off the trait grabs is weird, should be redesigned IMO.
But if you're only getting level 1 buffs its not a big difference. The only characters that do enough zoning damage to warrant using defense are sinestro, deathstroke, superman and maybe cyborg. The rest the chip damage isn't a big deal or can easily be avoided. If you can stack 2 chains at level 2 it will help in a few match ups but not be a game changer overall. People focus buffs too much on specific match ups and not what would help overall.I would gladly trade 10% more damage for taking little to no damage from zoning and having a health buff.
Also I agree that the positioning when your opponent off the trait grabs is weird, should be redesigned IMO.
I don't think you realize how small the boost is for a level 1 trait. It would be worthless. Especially if it required you to sacrifice significant damage to get 1 in each and then each time you did the chain you'd continue to sacrifice significant damage to maintain a x1 x1 status.As much as i'd love them to add a few new transition frames just for that purpose, I doubt they would.
I also doubt it would be that difficult to do compared to other things, but I doubt they'd do it anyway.
That's way I suggested that you'd just have to two the two grabs individually.