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Strategy Solomon Grundy BnB Thread

NRF CharlieMurphy

Kindergarten Meta
BGB and corner combos coming soon.
Legend:

  • S=starter, a string that doesn't juggle the opponent(or part of it): 112,F12,B1,F22. (damage will be calculated for 112)
  • ~=not a cancel, right after the recovery frames. (creates the reset)
  • WCC=Walking Corpse Cancel=BF3,DB
  • Trait grab=4=Health Chain\Power Chain\Defense Chain. (31%\25%\21%)
There are TWO kinds of combos that Grundy can use.
#1
A combo that ends with B1, which can be followed by Grundy's trait grab(not canceled) for an inescapable reset.
#2 A combo that does not include the inescapable reset.

In most cases, a combo with the reset will be more damaging than a combo without.

Reset combos (Midscreen):
One Bar:

S,DB2(MB), Ji2,b1~trait grab (59%\53%\49%)
Or:
S,DB2(MB), DB3,b1~trait grab (59%\56%\50%)
113,(one step forward),11,DB2(MB), j2,b1~trait grab (58%\52%\48%)
F13,11,DB2(MB), Ji2,b1~trait grab (58%\54%\48%)
D2,11,DB2(MB), Ji2,b1~trait grab (51%\45%\41%)
B2,DB2(MB), Ji2,b1~trait grab (52%\46%\42%)
B3,Ji2,B1,DB2(MB), Ji2,b1~trait grab (64%\58%\54%)
F3,Ji2,11,DB2(MB), Ji2,b1~trait grab (63%\57%\53%)
S,BGB,B3,J2,B1,DB2(MB),Ji2,B1~trait grab (73%\67%\63%)

Two Bars (Midscreen):
S,DB2(MB), DB3(MB),b1~trait grab (64%\67%\58%)
S,BF2(MB),B1,DB2(MB),Ji2,b1~trait grab (71%\65%\61%)
S,DB1(MB),2,DB2(MB),Ji2,b1~trait grab (68%\62%\58%) (to make it easier, replace '2' with '11')
B1,DB3(MB),112,DB2(MB),Ji2,B1~trait grab (78%\73%\68%)
S,BGB,B3,J2,B1,DB2(MB),dash forward,DB3(MB),B1~trait grab (80%\83%\71%)

No reset combos:
Meterless:

113,(one step forward),114 (35%\31%\28%)
F13,114 (36%\32%\29%)
D2,114 (27%\24%\21%)
B23,WCC,D24 (29%\26%\24%)
B3, Ji3,114 (42%\39%\36%)
F3,Ji2,114 (39%\35%\33%)

One Bar:
S,DB1(MB),114 (43%\40%\37%)
S(including B2,D1,F13),BF2(MB),B14 (49%\45%\42%)

After swamp hands (MB):
(full screen away,3 dashes) 113,(one step forward),114 (39%\36%\33%)
(up to 2 dashes) B3,Ji3,114 (46%\43%\40%)

Corner combos:
Meterless:

Meterless midscreen combos, just end with '1B24' instead of '114'
1B24 (38%\32%\29%)
113,1,1B24 (38%\35%\32%)
B23,1,1B24 (39%\35%\33%)
F13,1,1B24 (40%\36%\33%)
F3,NJ2,1B24 (42%\38%\36%)
One meter: (reset combos work in the corner too, replace Ji2 with DB3)
Cross-up Ji2,B1,BF3(MB),1B24 (62%\57%\54%) if it's too hard for you to connect 1B2 after WC, instead mash D2, and than 1B24.
S,BF2(MB),B1,BF2,1B24 (61%\57%\54%) (instead of B1,BF2: do the shortcut B1F2)
S,DB1(MB),1,1B24 (46%\43%\41%)
 
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CommonNick

Europe, PSN: "CommonNick"
F3,B1,trait grab >> F3,11,trait grab
*(B1 adds 95% to scaling and deals 7%, 11 adds 90% to scaling and delas 5.85%)
+B1 too can be followed by swamp hand

112xxBGB,B1xxDB2(MB),DB3,B1~trait grab. (B3, j2, B1... might be possible after BGB, I don't remember)
F13,11xx4/F13,11xxDB2(MB),J2,B1~trait grab/F13,11xxBF2(MB),B1xxDB2(MB),J2,B1~trait grab. (meterless/one meter/two meters)

My favorite: (because how damaging and simple it is :D )
112xxDB2(MB),DB3(MB),B1~trait grab.
I wonder if this combo is possible: J2,B1xxDB3(MB),112xxDB2(MB),DB3,B1~trait grab. (if it is than Grundy gets it 50% of times after WC(MB) reset)

In general: (I think you should add it so people will decide for them selves during combos)
# B1=2>11 (*)
# DB3>J2 (up to 9% unscaled vs. 7% scaled which adds 90% to scaling)
# Reset combo>no reset combo. (Inescapable)

113,112*:
1 3, 11 trait grab
1 3, 11 ex swamphands, j2 b1~trait grab
1 2, ex swamphands, j2 b1~ trait grab
 

Drecker

GET CITY.
Practical 64% off a high AA d2 for two bars:


Can also be done with d2 xx MB Grave Rot, 1 xx MB Swamp Hands... for the exact same damage.

Power Chain does 59%.

Chip Chain does 56%.

RDK|Tyrant
 

CommonNick

Europe, PSN: "CommonNick"
Practical 64% off a high AA d2 for two bars:


Can also be done with d2 xx MB Grave Rot, 1 xx MB Swamp Hands... for the exact same damage.

Power Chain does 59%.

Chip Chain does 56%.

RDK|Tyrant
How practical is it? D2 comes instinctively, your combo only works if you AA at a pretty high spot, I'm not too sure how practical it really is. Did you manage to pull it off in a real match? (not against a newby obviously)
 

legion666

Champion
Practical 64% off a high AA d2 for two bars:


Can also be done with d2 xx MB Grave Rot, 1 xx MB Swamp Hands... for the exact same damage.

Power Chain does 59%.

Chip Chain does 56%.

RDK|Tyrant
I remember when Lord Of the Fly posted a video about this AA long time ago. I mastered it but as CommonNick said I have found that you rarely have an opportunity to do it in a real match. Most of the time you drop it as you have to concentrate on a lot of things other than hight of your AA. I think it is better to go for MB GR after the MB Swamp Hands, just before the reset.

But for Swag you can do D2 MB Grave Rot 11 xx MB Swamp Hands, Grave Rot and procede with the B1 reset into a Trait Grab (preferably Power Chain as you have double GR on and it will do the most damage)
 

Drecker

GET CITY.
How practical is it? etc
I have, fairly regularly. It's to the point that if I hit an AA d2, I'll buffer the Rot motion out of muscle memory most of the time and make a quick decision whether or not to commit to the MB Rot or just go into 11 xx MB Swamp Hands > dash up MB Rot, Reset. If I hesitate too much and just get the MB Rot but they fall too low, it's simply a 1 meter 40% into Power Chain. Of course I still drop it, but I'm at a 90% or more success rate (offline of course) if the d2 hits in the right spot.

I agree with you and legion666 that calling it "Practical" isn't the best word as it's so much easier to go into the 62% two bar off d2 from any height (This isn't something I go for often, and is more for when I'm in my opponents head and can make a good read on d2'ing neutral jumps attempting to avoid Walking Corpse).
 

Klesk_1

RIP Grundy
Not sure if this is relevant to this particular thread but a lot of my combos which aren't the regular ji2,112,MB SW, step,nj2,b1,4, are based on catching them and reacting to different situations and trying to maximise on each. Here are a few of the options which come to mind.

These three are based on catching a player with a MB SW (maybe because they're zoning the hell out of you) you're unlikely to be right next to them in these cases:
If they're midscreen with a central stage bounce point-dash up, f13,11bounce,b1,4.
If they're in a corner and you have no meter-dash up, f13,2,4
If you have no meter and no bounce, dash up f13,114

If you catch them midair and mid screen with bounce, for example a ji1, then you can do 11bounce,b1,4.
If you initiate a wake up MB cleaver, and have a stage screen bounce, you can MB Cleaver, 11bounce, b1,4
After a hard knock down for example after a MB WC, immediately start a basic grave rot and dash dash, nj2 and regular combo OR dash dash b1,4, or dash dash f134 which counts as a tick throw as well as normal combo - very handy OR dash dash d14, also counts as a tick but timing is difficult as d1 is so quick. All helpful for your anticipation of their wakeup game. dash dash, wc or wcc or even block and respond are also really useful for people who love waking up every time with something.

/2p
 

Drecker

GET CITY.
Wow this one is hard :( do you know how many frames I have for error?
But you know what they say... practice makes perfect.

57% btw with health chain, 60% with power chain
It's 60% or 62% depending on when the first tick of Grave Rot connects (which seems to have something to do with how soon after MB Swamp Hands you dash, activate and b1). I get both, but in 10 tests before recording I got the 62% eight times so it's the one I went with to showcase the combo itself.

Which part are you having trouble with, the b1 out of MB Rot? If so, feel free to mash the shit out of your dash, Rot and b1 before resetting, it's not something like MMH b3 off MB db1, you can mash this and be totally okay.
 

CommonNick

Europe, PSN: "CommonNick"
It's 60% or 62% depending on when the first tick of Grave Rot connects (which seems to have something to do with how soon after MB Swamp Hands you dash, activate and b1). I get both, but in 10 tests before recording I got the 62% eight times so it's the one I went with to showcase the combo itself.

Which part are you having trouble with, the b1 out of MB Rot? If so, feel free to mash the shit out of your dash, Rot and b1 before resetting, it's not something like MMH b3 off MB db1, you can mash this and be totally okay.
Mashing has never helped me before, I got the timing already, practiced it :p
 
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alexbib

Noob
I got better ones for b3:

meterless: b3 jf3 b1 health trait = 44
1bar: b3 jf3 2 mb swamp hands jf2 b1 pause, health trait = 67
 

CommonNick

Europe, PSN: "CommonNick"
I got better ones for b3:

meterless: b3 jf3 b1 health trait = 44
1bar: b3 jf3 2 mb swamp hands jf2 b1 pause, health trait = 67
INSANELY HARD, mostly I'd say "practice makes perfect" but it doesn't get any more consistent to me :( can you get it everytime? If so, any tips?
 

alexbib

Noob
INSANELY HARD, mostly I'd say "practice makes perfect" but it doesn't get any more consistent to me :( can you get it everytime? If so, any tips?
The meterless one I cannot get consistently, it seems the jump must be delayed a super small amount (just so it doesn't whiff). The 1 bar one I can do most of the time after a bit of practice, they have to be hit by 2 while they're still pretty high. But yeah, maybe they're not super practical.