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Gorilla Grodd General Discussion Thread

TRG

Grodd God
But the main issue with the restand vortex is that it isn't a true 50/50. Players that are familiar with the matchup will know to block low and then react to his slow ass f3.

It'd be awesome if NRS changed his 22 from a mid to an overhead it'd really help his mixup game.
 
Thanks I'll try, however if I get zoned out I need to do something when I get in. Going for a string that give my turn away on block doesn't sound exactly optimal, I guess cancels are the only way to go. Too bad my execution is terrible :)
tele push in trait gives you safe pressure , and if you are playing against a zoner try and get your trait activation mid combo along with the immunity.
 

DeftMonk

Noob
Ya It kinda sucks and this is gonna be the main thing about the char...as the game gets older his slow ass f3 is gonna get no one. Atm people respect his sc so much b2 sc into f3 / b1 tends to work for me which is obviously janky and no one should be getting hit by.
 
No one should be getting hit by anything this character does lol a whiff punish or a punish on something unsafe ok but he shouldn't be opening anyone up.
 

thlityoursloat

kick kick
But the main issue with the restand vortex is that it isn't a true 50/50. Players that are familiar with the matchup will know to block low and then react to his slow ass f3.

It'd be awesome if NRS changed his 22 from a mid to an overhead it'd really help his mixup game.
It'd help if he had more useful strings.
 

PND OmegaK

Drunk and Orderly
The only changes Grodd needs right now is removal of his gap in 112, maybe MB stampede doing more damage too.

The game is very young and this character is getting better every day.
 

BassCase

Noob
I agree with OmegaK. The more I play with Grodd, the more I realize he doesn't need a lot of help. The only thing I would add is make 2,2,1+3 an overhead. Yes he has bad matchups and he's certainly no Black Adam or Aquaman , but he is a good character in his own right.
 

Belial

Noob
No sane person will play grodd competitively when this char takes ridiculous amount of dedication and is hard-countered by aquaman that doesnt take any effort to pick up. Basically going to tournament as grodd expect to be facing aqua every round.
 

Name v.5.0

Iowa's Finest.
I agree that making sc easier would really open the character up as far as match viability is concerned, but he really needs a couple of small qol buffs.

1: if nothing else his f3 needs a better groddamn hitbox. seriously it might be the shortest normal in the game. Its better as anti air than it is as an overhead. ive had that damn thing whiff when grodds face was TOUCHING the opponent. if its going to keep that abysmal hitbox than reduce the startup r something but as of right now that button is trash.

2: ex stampede should do more damage. I know that damage is the only thing that grodd doesn't really lack but seriously his b2 does more damage and it doesn't cost any meter.

3: he needs another overhead, or make d1 a low, or something because his low overhead mix is non existent. Make pulse overhead or something but as it stands the only reason to not block low is because grodd has already jumped over you, or you need to jump away from a grab.

4: This one might be most important but b1 grab needs to be goddamn guaranteed if b1 hits. Make it vaccuum them in or something because landing that slow ass move only to have it whiff because they were walking back and BLOCKING Wrong is regroddamndiculous.
#4 is definitely one that needs addressed. Always reminds me of Bo Rai Cho's 341 string. The 3 would hit but the fucking 41 would sometimes whiff leaving you at like -153, and you'd be punished for actually hitting someone.

Worth mentioning, if they wont make SC easier, they need to shrink the gap in 22 to where they can backdash, but not MBB3 you.

The 22/SC issue is huge. I honestly think if the community knew, Grodd would fall all the way into F tier.
 

TRG

Grodd God
Highly recommend for anyone looking to improve their Grodd game to watch HitboxTyrant's streams on Twitch. He's definitely one of if not the best Grodd out there and is one of the few people who can hit stampede cancels pretty consistently.

My game improved a lot these past few days just from watching him.
 

BassCase

Noob
I really wish I could afford a hitbox. I'm sure after a month my execution would improve ten fold.

Side note: Stampede cancels are getting more consistent. The grind is real....
 

TRG

Grodd God
Speaking of videos anyone interested in starting a video thread where we can just show off some matches?
 

seveergg

The Elegant Swagger Beast
So i just tried out DC presents Donkey Kong: Mind Games, about 2 days ago, i havent been able to get more than 8 total hours on him yet however i genuinely think that grodd when played correctly has EXTREME potential. Heres my current opinion on his strengths and weaknesses
Strengths:
-Long ranged normals in nuetral-
However slow they may be, they just take proper practice and timing methinks. From the start of the match you can hit them with 223 or 22EXGrab into his restand setups, you can use his diagonal down 3 sweep which gives you a knockdown and first bar of meter ANNNNDD you can immediately follow it up with a regular spaced leap to get an easy hard to predict crossover into, again, his sexy standup game. Or hitem with that 112 trait to start the game with the 1 bar plus the automatic free trait. Or just a simple d1 will do. Hits from the start of the match, fast, and one of his overall best tools.
-after you get a knockdown on someone there is always a move that allows you to follow up seamlessly from them standing-
So as it says, when you get a knockdown with grodd regardless of whether it came from a throw, a d3, a super sweep, etc. You can always follow it up smoothly with something for instance. If you get a throw, from the range of that throw, if they dont wake up with invincibility, you can immediately full range super sweep, and then, after you sweep, leap, its a free crossup if they dont wake up with invincibility and gives free pressure at the very least, the point of this strength is if you properly utilize his tools and spacing he has mucho optiones.
-mixup game stronk af-
Look, we all know that he is a tad on the slow side with his mixup game and as far as an OH goes we pretty much have f3, even though low key the 223/grab should be a OH on second hit at least least but im not here to complain. Now again, this comes down the individual, but imo his normal tools and his leap give him the potential to really make the opponent worried about just blocking seeing as though you do have a grab from the leap which when ex is a full combo into restand, which from the singular grodds ive seen is never really used for some reason, also catches people mid air soo, ya. I like to use his strings that are noticeable as the ones that lead into grab setups, ie, 22 or 112 or b1, and then not imputing the grab, because lets be honest, when playing against a grodd, if he gets his strings on you while your blocking you dont let go of that block button until you see his monkey hands reach out for your little buttocks for a nice squeeze.
-harambe-

Weaknesses:
-startup on wakeups weak af and his strings have a lot of exploitable holes-
So obviously this is a huge issue with him, he does have a decent b1 that leads into his big man hand damage combo, however its too slow to be really 100% viable lets say if your crossup is blocked. If you leap for the crossup and they block it, you might as well go get you a nanner cause youll be back before the startup is done. Again, im not here to gripe about poor harambe, but nrs really? Really nrs? Rreeeeeaaaalllllyyyy nrs?
-hes somewhat predictable once you understand the matchup-
So idk about everyone else but, i seem to do my best against people that have,lets say, less than optimal experience in the matchup against grodd. People that can accurately predict or react to leaps/holes in strings etc can usually put a damper on my good time. That being said, this weakness does kind of come down to the player, not the character in this instance. Sure his tools are somewhat predictable, but thats what makes fighting games so great, you can take a character that most people think should be played one way, but you can put your own spin on it that makes it unique and harder to deal with. Point is dont just robotically copy people that are good just because they are good. Switch up the playstyle and you will find a sense of happiness you havent felt before when duking it out.
-no projectiles (i meaaannnnn...technically none)-
So this is the one thing i think anyone who plays grodd or for that matter anyone else without reliable zoning options have the biggest problem with. Zoning in this game in particular is paramount almost. And when you are playing against characters with all these zoning options it doesnt seem fair. However, there is a light at the end of the tunnel my friends, and its one simple word. A word most famously coined by the late great homie confucious, patience. Yes patience can and will solve all your zoning problems. Sure you might not win all the time against heavy zoning, but let me try to explain this thought process. If you are being zoned, especially if you have less than adequate skill at this game in general, it must feel like you can do nothing to win, that its impossible, because you cant zone back. So you get upset and salty and either start making dumb mistakes just trying to get in as quickly as possible so you can take out your rage and break your opponents e-face. Then you inevitably lose and get more salty and possibly put down the controller altogether. Try this next time. Ever been skiing and been told to use the "pizza and frenchfries" technique to pace yourself SAFELY down the slope? Well in the FGC you have "walk and block". Its very simple, you walk forward when the openent does have a projectile out, and when you see that animation for the fireball you duck for cover like its 1915 and a nuclear bomb just went off 3 football fields away from your front door. Now of course there will be varying ways to do this, but generally walking and blocking is a good way to eventually get in on your oponent. You may be thinking, well what about all the chip damage from blocking. Simple, while you will take damge from chip, it pales in comparison to the damage YOU can do once you do get in there. Most good players that are well rounded wont need to spam.zone. they will zone effectively, but can also utilize strings. But then theres those online warriors that either cant handle not being top 100 on the leaderboards, or genuinely enjoy making people lose their minds. And these guys are the ones youre actually pissed at. And walking and blocking not only makes you look more skilled and knowledgeable than them, but also when you do get in and get that sweet big man hand damage, they get so salty because their strat isnt working and they look like fools.
Kinda went off on a rant there but heres the gist
Grodd when olayed well i believe is at the very least a really good counter to certain matchups, is he tournament viable without a solid secondary? Ehh doubtful in his current state, but goddamn if you like this character you LOVE this fucking character. He has good range and good options i believe, just gotta tweak his tools to your advantage and play wisely. Please let me know if i sound uneducated but also keep in mind that this is only my opinion and that i have at most 8 hours total played games (not including probably an extra 4 in practice) so im a little late to the party.
 
About 100%.... I dont have a problem with zoning when playing him. My main gripe are his strings having gaps that can be heavily punished and unsafe at the same time. SC are not reliable either but that is kicking a dead horse at this point. Anyone who knows this MU should not struggle at all lol unless you hang yourself or dont punish him properly. I will admit 1 mistake could lead into you losing almost your entire life bar into another mixup that will kill you if you dont block properly lmao


I dont think grodd is a pile of shit but I dont think he is amazing either.
 

seveergg

The Elegant Swagger Beast
Well i was kind of thinking what the majority of people on this site are thinking. I think fighting games in general get a bad wrap as being easily exploitable and not worththe effort to get good. But thatcan be fixed by people in the fgc taking time to learn the new players some of the basics of why the stuff they think is "cheap gay garbage trash bitch shit that only pussies do" is actually part of the technical game and can be outplayed and overcome with a little bit of practice and oatience. That being said i also agree that i have little trouble dealing with zoners and often have more trouble funny enough with certain rushdown characters with faster normals and vetter strings. Clearly anyone that takes the time to actually delve intothis character will see that a lot of the buffs people would like to see on grodd would actually kind of make him bogus. Hedoes need a tad bit o love methinks though