Again I'm pointing to the fact that people are saying scorpions teleport whiff is a buff despite it being as negative as the cleaver. Maybe I'm actually being facetious here and pointing out that people whining about scorpions teleport whiff being too good are essentially saying they can't punish a grundy cleaver spin on block.
No, they are complaining about whiff punishing due to the fact that if you don't recognize it quickly enough, some characters won't be able to punish in time, especially online. No good player blocks cleaver spin and fails to recognize that it's time to click buttons.
A whiffed teleport and blocked cleaver spin are very different
it fits the grappler character design. Cleaver isn't a good option for stopping them from jumping either bf2 is the option of choice for opponents jumping. Some characters can d1 before trait comes out on a block string and mb swamp hands is the option for that.
Um, no Dead air is not a good move for calling jumps. Cleaver spin has more range, even if the enemy wasn't in a blockstring and you call a jump it can punish. Dead air throws the enemy away from you, whil cleaver spin leaves you up close. Cleaver spin leads to more damage on MB. Dead air is negative as fuck on block, atleast with cleaver spin you can MB it to make it safe. Cleaver spin never misses if the opponent is trying to jump. If you have the enemy in the corner, dead air will make you lose that. I literally can't think of a reason as to why you would Dead air unless your back is to the corner.
You should rarely be using those strings to tick throw players that know the match-up. Instead of mashing they would just backdash. No good player is getting hit by MB swamp in a blockstring unless they aren't comfortable or knowledgeable enough on the match-up.
Grapplers typically are high reward moderate to high risk. Grundy has unblockable options that those characters don't have. so while they have safe 50/50's grundy has unblockable 50/50's and has unblockable oki options that are fairly damaging. BG 50/50's also can be punished if you guess correctly or have armor she's not the best example.
Kanji, King, Cerebella, Potemkin, Zangeif, Abel, Clark, Raiden (kof), Abel, Hugo, Bane, Kira, etc. etc. don't have options to stop jumping or overheads that leave them to getting full combo punished. How is cleaver spin being -20+ the grappler design. Name 3 grapplers that have this problem.
50/50s are 50/50s, it all boils down to the fact that there are two choices, and if the opponent guesses wrong they get hurt. Grundy is the same as the others in that respect. Still no reason for both his options to be full combo punishable. Only the C. grab, as is the case with all grapplers.
BG's b.2 leaves her at neutral, and b.1 is -2. How is that punishable?
If you could WCC at any point you could blow through a lot of things and throw off the balance of the game. Its akin to what people are complaining about with scorpion. Its not really something the game is designed to handle having essentially unlimited no risk armor. Consider oki options where you do a WC and see they didn't do a wakeup attack and jumped instantly you cancel into an AA grab. As a grundy player of course I'd love him to be able to do this. It would make most matches he loses a joke but as a long time tournament player I don't think it works in the games system and it would probably put him to s+ tier. He already gives scorpion trouble.
I understand this, and I'll agree with you.