Overall I am still annoyed with the gaps but the damage increase and buff to trait is nice so will play it out and see how it feels.
I noticed they let robin buffer his cancel on assassins strike now but stampede still the same. Made me chuckle.mmm feel the same we can wait for the notes on that one though
Answered a lot of questions I had while at gym. With added hitstun to b1 can it sc into 112?- b11+3 doesnt have gap anymore, leads to 43% combo (b11+3mb, b3, j3, b2~leap2, b2~leap3, d2~rc, b2~leap3, d1~stampede, you can add 112~rc after leap2 here but its kind hard b/c of the gravity), became slightly better at grabbing people on hit
- b1~SC is now advantage on block, b1~float 1 now combo but has 9 fr gap on block (trades with robin db2), leads to 50% combo on hit for 1 bar (b1~float, dash f21~mcmb, dash b3, j3, b2~leap 2, 112~rc,b2~leap3, d2~rc,d1~stampede = 48%)
- Grodd damage increase is sort of small, but considering many top tiers nerf is solid ex: b2 meterless now ~ 35% , b2 with meter (b11+3) now 42%.
- trait cancel into telepush is very poor in terms of advantage thus useless for saving strings like 22 or 11
- trait activation mid combo much easier now and doesnt cost bar (b3, d2trait b2 - very easy to do now) this is huge - you get true vortex off every combo for just 1 bar, even 221+3 mb d2~trait,b2 works)
- stampede does 9%, ex stampede deals 18% - better wakeup and strong interrupt (d1~stampede)
- secret sweep now safe at max range
- damage off f21 now breaks 50% range for 1 bar (40% off leap 2 which is used as a mixup), sample combo:
leap 2, f21~MCmb, dash b3, j3, b2~float1, dash, 112~RC, b2~leap3,d1~stampede = 42%
f21~MCmb, dash, b3, j3, b2~leap2,3~float1,112~rc, b2~leap 3, d1~stampede = 51%
- d3 is safe now and allow for a better wakeup. basically its easier to set up a good wakeup after ending juggles with d3 (ie b2leap2, b2leap 3, d2 b2 leap 3, d3). opponent cannot interrupt d3 dash jump 3 anymore on wakeup.
or into tele grabOverall I'm happy with the buffs Grodd received. With the tools he's been given I don't mind the cancels being so difficult. The gaps in his strings still hinder him quite a bit but oh well.
If only he could cancel trait into float.....
- b11+3 doesnt have gap anymore, leads to 43% combo (b11+3mb, b3, j3, b2~leap2, b2~leap3, d2~rc, b2~leap3, d1~stampede, you can add 112~rc after leap2 here but its kind hard b/c of the gravity), became slightly better at grabbing people on hit
- b1~SC is now advantage on block, b1~float 1 now combo but has 9 fr gap on block (trades with robin db2), leads to 50% combo on hit for 1 bar (b1~float, dash f21~mcmb, dash b3, j3, b2~leap 2, 112~rc,b2~leap3, d2~rc,d1~stampede = 48%)
- Grodd damage increase is sort of small, but considering many top tiers nerf is solid ex: b2 meterless now ~ 35% , b2 with meter (b11+3) now 42%.
- trait cancel into telepush is very poor in terms of advantage thus useless for saving strings like 22 or 11
- trait activation mid combo much easier now and doesnt cost bar (b3, d2trait b2 - very easy to do now) this is HUGE - this means you get true vortex off every combo for just 1 bar, even 221+3 mb d2~trait,b2 works)
- stampede does 9%, ex stampede deals 18% - better wakeup and strong interrupt (d1~stampede)
- secret sweep now safe at max range
- damage off f21 now breaks 50% range for 1 bar (40% off leap 2 which is used as a mixup), sample combo:
leap 2, f21~MCmb, dash b3, j3, b2~float1, dash, 112~RC, b2~leap3,d1~stampede = 42%
f21~MCmb, dash, b3, j3, b2~leap2,3~float1,112~rc, b2~leap 3, d1~stampede = 51%
- d3 is safe now and allow for a better wakeup. basically its easier to set up a good wakeup after ending juggles with d3 (ie b2leap2, b2leap 3, d2 b2 leap 3, d3). opponent cannot interrupt d3 dash jump 3 anymore on wakeup.
They are still pretty much the sameGlad to hear Grodd is looking up.
As to SC being/not being easier, just curious, there was a mention elsewhere in the patch talking about direction inputs and dashes and such.. since the SC input is essentially a dash input.. could that have any effect?
Just purely throwing that out. Haven't messed with it or anything. Shrug.
Wish his gaps were addressed though
stampede cancelWhat is rc?
DEEP SADNESS..I'm too bad to ever do them successfully.They are still pretty much the same
I used to say the exact same thing.DEEP SADNESS..I'm too bad to ever do them successfully.
That is def impressive. How is your execution in a match on those? Mostly I just mean how do you handle them with varying degrees of lagg, do they roughly stay the same regardless? I really like Grodd too, just don't know if I'm sold enough to put in the work required..I used to say the exact same thing.
Nothing is impossible with enough practice.
I'm nowhere near 100% on my cancels during online matches but I am able to go entire rounds without dropping an input here and there. Due to input lag online I have to dial in the cancels slightly earlier than I normally would in an offline match. If the connection is fine the timing isn't really an issue but for laggier matches I don't even attempt them.That is def impressive. How is your execution in a match on those? Mostly I just mean how do you handle them with varying degrees of lagg, do they roughly stay the same regardless? I really like Grodd too, just don't know if I'm sold enough to put in the work required..
But, I'm giving it more thought now than ever. He's still going to be a fairly rare character and he's probably the hardest, or damn near the hardest, character in the game from an execution standpoint so there's a feeling of accomplishment for sure.
I might sit down and make a little practice list and just mess with them in my spare time some and see if they start to click for me. I've spent.. I dunno 15-20m practicing spread across 2-3 sessions and I can get 112xSC 4-5/10 but not the combo that follows or anything.
If I were to practice these, is there a recommended.. I dunno, regiment? Like when you practice them how do you go about it exactly? Part of me thinks just doing each string in sets of 10 then starting the list over, but another part of me wonders of doing each string one at a time might not be a bad idea.
I say my execution is weak (and it is) but that's not ENTIRELY true. Its more, it takes me significantly longer than a lot of people to get things really DOWN. Like, take SG's BnB, a lot of people report that they give it 15m or so of practice and it's golden (starter x mb breath b3 j3 b1 b123), but for me I have at least an hour + in and Im really hit or miss. Land it a bunch, drop it a bunch. Shrug.
Sorry for the book. Bored.
I appreciate the response man, thank you.I'm nowhere near 100% on my cancels during online matches but I am able to go entire rounds without dropping an input here and there. Due to input lag online I have to dial in the cancels slightly earlier than I normally would in an offline match. If the connection is fine the timing isn't really an issue but for laggier matches I don't even attempt them.
As far as practice goes I practice the cancels for around 30 minutes before and after I play some sets against people. First I only practiced the 112 SC until I could successfully get it at least 70-80% of the time, then I moved onto the 22 SC and practiced that one until I got the same result. Then I practiced mixing both of them until I got to the point where I'm at now in the above video.
Keep in mind this is all practice on block... The timing is slightly different on hit, so I had to repeat the process once I got comfortable with the timing on block.
Nothing else I can really say other than just practice, practice, and practice. I just stuck with it until the timing finally "clicked" and it was easily one of the most satisfying feelings I've ever had playing a fighting game.
Please keep in mind though that even with cancels Grodd is very hard to play well, so if you're expecting to start racking up easy wins just because of SCs you're in for a rude awakening.
I'm going to be honest with you. It's not worth it. I have the cancels and it took a lot of practice time and it doesn't make much of a difference. Grodd is still trash and the buffs didn't help him at all. He loses to most of the cast. I suggest you pick someone else and come back next patch.That is def impressive. How is your execution in a match on those? Mostly I just mean how do you handle them with varying degrees of lagg, do they roughly stay the same regardless? I really like Grodd too, just don't know if I'm sold enough to put in the work required..
But, I'm giving it more thought now than ever. He's still going to be a fairly rare character and he's probably the hardest, or damn near the hardest, character in the game from an execution standpoint so there's a feeling of accomplishment for sure.
I might sit down and make a little practice list and just mess with them in my spare time some and see if they start to click for me. I've spent.. I dunno 15-20m practicing spread across 2-3 sessions and I can get 112xSC 4-5/10 but not the combo that follows or anything.
If I were to practice these, is there a recommended.. I dunno, regiment? Like when you practice them how do you go about it exactly? Part of me thinks just doing each string in sets of 10 then starting the list over, but another part of me wonders of doing each string one at a time might not be a bad idea.
I say my execution is weak (and it is) but that's not ENTIRELY true. Its more, it takes me significantly longer than a lot of people to get things really DOWN. Like, take SG's BnB, a lot of people report that they give it 15m or so of practice and it's golden (starter x mb breath b3 j3 b1 b123), but for me I have at least an hour + in and Im really hit or miss. Land it a bunch, drop it a bunch. Shrug.
Sorry for the book. Bored.