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Gorilla Grodd General Discussion Thread

TotallyNotKotalKahn

Low Tier Addict
secret sweep a lot. the hitbox on the legs of the ice clone isnt all that good, if you throw it out at the right range and with the right timing you will hit sz. you also have to stay like right on top of him so that when he throws out the clone it gets nullified. Trait eliminates clone and iceball so thats good, but the ice weapons give sz solid range which will make the matchup difficult.
 

Wigy

There it is...
secret sweep a lot. the hitbox on the legs of the ice clone isnt all that good, if you throw it out at the right range and with the right timing you will hit sz. you also have to stay like right on top of him so that when he throws out the clone it gets nullified. Trait eliminates clone and iceball so thats good, but the ice weapons give sz solid range which will make the matchup difficult.
That's great advice I didn't know trait projectile immunity worked on the clone.

I was against a pretty good sub who was just raw ice cloning out of a lot of my pressure. need to lab it and see if I was just totally fucking it or if that's a legit counter.
 

Wigy

There it is...
Also metropolis left side. You can do whatever opener into a j2 restand putting yourself in the corner. Then you have an ambiguous AF tick grab off any mountains of strings into about 700-800 damage for 2 bars.

Example would be on Oki with them in the corner;

Mb f3 (to blow up a wakeup or something)
D2 trait b2 close leap j2. Slight delay 11-interactable (can't poke in-between the 11 and interable grab) b2-mb b3 j3 b2 close leap j3 b2 close leap j3 b2 background bounce b2 dd1 s2 into vortex.

All of this together would be 3 bars and does 80% into a vortex and you build a bar doing it. You can tick off a bunch of strings but 11 is good as they HAVE to armour or jump to get out so then 112 becomes more dangerous as they can't just mash out.

This is probably known but just hadn't seen it done or talked about apologies if there is some 6 page thread on it somewhere lol. Very specific but worth bringing up cause death combo on a map with a background bounce.
 

Cursa

Counterpoke with armoured DB2 at all times.
Also metropolis left side. You can do whatever opener into a j2 restand putting yourself in the corner. Then you have an ambiguous AF tick grab off any mountains of strings into about 700-800 damage for 2 bars.

Example would be on Oki with them in the corner;

Mb f3 (to blow up a wakeup or something)
D2 trait b2 close leap j2. Slight delay 11-interactable (can't poke in-between the 11 and interable grab) b2-mb b3 j3 b2 close leap j3 b2 close leap j3 b2 background bounce b2 dd1 s2 into vortex.

All of this together would be 3 bars and does 80% into a vortex and you build a bar doing it. You can tick off a bunch of strings but 11 is good as they HAVE to armour or jump to get out so then 112 becomes more dangerous as they can't just mash out.

This is probably known but just hadn't seen it done or talked about apologies if there is some 6 page thread on it somewhere lol. Very specific but worth bringing up cause death combo on a map with a background bounce.
Metropolis left is op. I know Superman has like a 2 bar kill combo or something, I imagine there's others who can do the same
 

Wigy

There it is...
Metropolis left is op. I know Superman has like a 2 bar kill combo or something, I imagine there's others who can do the same
Yeah I saw that and just didn't think to use grodd for some reason. Grodd has silly corner carry and can switch sides really easy so he can really make use of this.

This is karma for all the acrobatic characters who use that stupid corner jump out dive kick that's like plus 12 invincible and a nightmare to antiair
 

Skedar70

Noob
Anybody else thinks that maybe wonder woman is actually not a losing mu and it is actually a 5-5? I ran sets recently and I don't feel the Mu is bad anymore.
 

Belial

Noob
One read is all you need. Mu is still weird in a way its real hard to get in, but once you land a hit shes toast as long as u know what ure doing
 

Wigy

There it is...
How have his changes brought this down from like a 7-3 or whatever it was.

Doesn't seem like on paper they would swing a 7-3 or bad 6-4 to a 5-5?
 

Skedar70

Noob
AS OF RIGHT NOW I THINK GRODDS WORST MU IS BATMAN. ITS DEF NOT UNWINNABLE BUT ITS REAL TOUGH.
Nah Aquaman is still the worse. That trait makes it so everytime you get in you can't even combo him. At least against Batman you land a hit you have a chance.

I hate Batman. How is he a better rushdown character than the big bodies like scarecrow, bane or grodd and how can he do rushdown better than them and also zone and meter build, plus having one of if not the best trait in the game which gives him free neutral.
 

Cursa

Counterpoke with armoured DB2 at all times.
, plus having one of if not the best trait in the game which gives him free neutral.
It is the best trait in the game free\

I also agree Aquaman is still his worst and I don't think anything will convince me otherwise
 
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PND OmegaK

Drunk and Orderly
How have his changes brought this down from like a 7-3 or whatever it was.

Doesn't seem like on paper they would swing a 7-3 or bad 6-4 to a 5-5?
More to do with grodds playing it better. Flash parry punishes near enough everything she does too.

AS OF RIGHT NOW I THINK GRODDS WORST MU IS BATMAN. ITS DEF NOT UNWINNABLE BUT ITS REAL TOUGH.
Always been one of my least favourites. I'm terrible at blocking batman tho.
Nah Aquaman is still the worse. That trait makes it so everytime you get in you can't even combo him. At least against Batman you land a hit you have a chance.

I hate Batman. How is he a better rushdown character than the big bodies like scarecrow, bane or grodd and how can he do rushdown better than them and also zone and meter build, plus having one of if not the best trait in the game which gives him free neutral.
You can bait the trait and chip him massively, but then it starts the meta of not finishing your combos. I'm not a fan of the MU either buts it's definitely a lot better since release with the walk speed buffs, use of flash parry, and aquaman nerfs.
 
Should F2-SC be my go to after a D1 on hit? Please someone update these cancels frame data :( I'd say B1, S2, B2, F2, D2, S3, 11, 112, 22 are smh important but I can't give specific numbers. I only know some of them are massively plus like B1 but IDK if a D2-SC is safe for ex :(
 
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Marinjuana

Up rock incoming, ETA 5 minutes
Should F2-SC be my go to after a D1 on hit? Please someone update these cancels frame data :( I'd say B1, S2, B2, F2, D2, S3, 11, 112, 22 are smh important but I can't give specific numbers. I only know some of them are massively plus like B1 but IDK if a D2-SC is safe for ex :(
I don't know the data but off the top of my head I don't think d1 grants enough hit advantage for F2 to jail, but I suppose you could do it if you are confident the d1 will hit. I know F2~SC is supposed to be very plus(easy enough to jail a d1). But I know for a fact that D2~SC is safe at -4 or better as Supergirl's Super does not punish.
 
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