We're talking about his Walking Corpse move. But I am interested if anyone notices a difference with Grundys D2.It possible that the hit box was not altered at all. Colt said that some would not be changed.
I tested it out in training mode and the forward range didn't seem any better. He still gets blown up by cross ups because his hurt box extends higher than the hit box. May have a better u/f range but I'll almost always use a d,f1 in that situation anyway.We're talking about his Walking Corpse move. But I am interested if anyone notices a difference with Grundys D2.
Ya its a rather odd buff/change. I can't think of anybody who would even ask for it or say that his range wasn't long enough. Still sticking with WCC inputs not crossing up and controllable throw directions on aa grab and/or trait. Maybe buff the hurtbox on d2 so he doesn't get blown up by point blank cross ups.so......walking corpse was a let down....lol range was the only thing given to him. i didnt think that was needed, grundy players needed something against "throw immune" strings or to grab odd hurtboxs such as sweeps
Ya its a rather odd buff/change. I can't think of anybody who would even ask for it or say that his range wasn't long enough. Still sticking with WCC inputs not crossing up and controllable throw directions on aa grab and/or trait. Maybe buff the hurtbox on d2 so he doesn't get blown up by point blank cross ups.
If you do defense chain in corner, your opponent ends in the corner
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? power chain puts them into the corner if you only do the 2nd part the other 2 all end on the same side they started.If you do defense chain in corner, your opponent ends in the corner
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Alternatively, you can usually get away with some kinda derpy stuff by just mashing D2 on their corner wakeups. Depending on the opponent you'll blow up most slow startup wakeups and allow either a full punish off the D2 or just cancel straight into trait and a new hard knockdown and back into the corner mixups. If they block and don't know the setup you can frame trap off the D2 block into a raw trait grab. Most characters can D1 out of it but they'd have to know what's going on to avoid it. Characters like Batman can parry the silly business but if you call it out with a neutral j2 you can actually get an even bigger punish than you would off just the D2.Usually if a opponent is cornered they try to jump out, you input aa throw opposite way and throw them back in, if they neutral jump use d2
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Imagine it.tis a shame they just didn't give the d2's priority over all jump moves.
I've seen it before. Killer instinct basically had universal near perfect anti airs. It didn't work out very well.Imagine it.
Me neither. His biggest problem seems to be WC whiffing on random strings, b3s etc. I wasn't interest in the range as that was fine. It was random misses and getting blown up for it that's the issue. Oh well, he' still fun.I don't find any differences after the patch for Grundy :/
Me neither. His biggest problem seems to be WC whiffing on random strings, b3s etc. I wasn't interest in the range as that was fine. It was random misses and getting blown up for it that's the issue. Oh well, he' still fun.
And what the hell is up with Batmans parry beating his MB trait grab??
Pretty sure all parries beat his trait and throws in general. Maybe not wonderwomans haven't tested that one.
Lets be honest here. The last NRS grappler that got any sort of love was Goro.this right here is super annoying, a parry that stops throws? lol da faq
grapplers get no love