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Gorilla Grodd General Discussion Thread

TotallyNotKotalKahn

Low Tier Addict
We have better frames on the sweeps and a bunch of our strings.
The trait moves are better.
most of our specials and unique strings got some sort of damage buff, though it kinda nullifies itself because of the stat changes (+defense, -ability - health).
b1grab seems like it will be better and will do more damage.

I cant wait to get home and test it out.
 

Belial

Kombatant
- 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.
 
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DeftMonk

Warrior
- 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.
Answered a lot of questions I had while at gym. With added hitstun to b1 can it sc into 112?
 

TRG

Grodd God
Honestly I'm happy with the buffs thus far.

Grodd won't be jumping up the tier list anytime soon with these changes but it's a good start.
 

BassCase

Noob
Overall 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.....
 

Gemini

LoFi
- 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.


What is rc?
 

EntropicByDesign

It's all so very confusing.
Glad 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
 
Glad 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
They are still pretty much the same
 

EntropicByDesign

It's all so very confusing.
I used to say the exact same thing.


Nothing is impossible with enough practice.
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.
 

Superman64

Mortal
Does anybody got any tips for Grodd. He was one of my favorite characters to play i dropped because of the skill that i took too use him effectively and i didnt think at the time i had the ability to do so but i wanna try again after his new changes. Best ways to practice rc consistently. Neutral game tips. Also is the combo thread up to date for me to learn some. thanks.
 

TRG

Grodd God
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'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.
 

EntropicByDesign

It's all so very confusing.
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 appreciate the response man, thank you.

And no, I know he's not an easy character to win with regardless of execution. I've just always been kinda intrigued by him and found him interesting so I've thought about possibly sitting down and learning him. The difficulty of the cancels actually has a lot to do with it since I just think it would be a nice goal to set for myself, something I can work towards. I have more lab time than I do play time, due to my being able to play at work (and needing to, so as not to die from boredom) and something truly challenging fills that time better than randomly fiddling with BnBs on various characters or practicing tech I'll never use for eleventeen hundredth time.

I'm working on getting around the router and shit at work so I can just play online there, but haven't gotten through just yet. Lol.

Dunno. Canary is definitely my main but there are a few characters I really like and want to potentially explore. Grodd being one. Supergirl and Cheetah being, at the moment, the other two contenders. Not looking to cover bad MUs or anything. I just like to be able to take a break from my main occasionally when I get bored or frustrated.
 

Skedar70

Warrior
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'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.