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Born On a Monday -- Solomon Grundy General Discussion/QA/Combo Thread

Asodimazze

https://twitter.com/AlfioZacco
Somebody knows why WC whiffs against certain strings/specials?
I'm not finding a logical reason....it looks random.
I whiffed against Lex while he was using the satellite laser too, pretty stupid.
 

PANDEMlC

El Psy Congroo
Haven't been lurking or posting or playing much but I figured I'd mention something I do that's pretty simple and effective for me.

I use d1 a lot to give me space and when I see it hit or if I feel like my normals are better at that moment in time I go into a 2 which strings into Walking Corpse. The cool thing about this is it grants you a frame trap into a really safe approach.

d1 on hit is +17, stand 2 is 13 frames of startup. I hit people with this almost every time and that's before I looked at frame advantage. Of course if they're jump happy or reversal happy then I am a bit more hesitant but like I said it's a guaranteed frame trap after the d1 on hit. If you think they'll block the stand 2 and jump the WC then learn to cancel on the opposite side and anti air grab or d2 that for a good punish, especially anyone with low air mobility or air normals.

Hope that helps, makes the neutral game more fun for me.



- What are you guys doing off of a non exed WC? I noticed people like to back dash and jump A LOT on me when I approach to get pressure so I've been keeping them in check with a cleaver spin on their wakeup which I believe grants a hard knockdown. Really good for me, you can ex it and make it safe if you really want to be safe but I only do it when I feel like they will be scared of WCC pressure. Not sure if it's guaranteed but it definitely seems to beat jumps and backdashes. Not sure about wakeup moves... guess I'll test it, I'm pretty bored.

EDIT:

WC beats wakeups, Cleaver takes too long to come out. You have enough time to dash up after WC and do it again to beat wakeups but the timing is pretty tight.

Sorry if any of this has been said before and is common knowledge.


EDIT:
Doing all this on Joker's hitbox and jump arc so take that into account.

d1, stand 2 WCC options(when 2 is blocked):

On jump back you can d2 and AA grab them. Definitely recommend d2 since it covers more options and you can get more guaranteed damage.



On neutral jump you get all the same options, d2 and aa air grab work fine. You could probably armor through with f3 or b3 if you really wanted to off this if the jump ins end up beating it. Seems like you can win sometimes and lose others. Seems like AA grab can beat some jump normals. If the opponent doesn't hold up after blocking the stand 2 from Grundy he most likely will lose if he jumps. You gotta do it early with a good jump normal to beat out the d2. Although it will lose to really good jump normals if done instantly the AA grab beats all of them so keep that in mind.

On jump forward you can get a d2 off, its a bit odd looking though. Good air normals will probably stuff this at times, its odd because it has to be a good crossup jump normal. Like Jokers j2. Otherwise it'll miss Grundy because he's crouching before the d2. I think it'd be fine on people with mediocre air normals, even works on jokers j3 and sometimes on j2. If you do it quick and aren't reacting to the jump foward you should be fine though but obviously that's a risk since if they block the d2 it's punishable. I still think it will lose to instant jump normals like Jokers j2 but it's a good option still imo.

On block you can let the WC go through and hit them for the knockdown or ex for a better setup or you can lead into a 112 string it whatever you want. Way too many options to list, cancel the string into whatever you'd like. Go for a grab, a low, a cleaver for jumpers, another WCC, etc.

On reversal, it's a bit trickier. Very matchup dependent. Assuming the persons moves can come out at the right time and direction it might beat WCC or WC. Like for instance, if joker does his flower during the WCC the pushback is good enough where you can't punish but if you let the WC go through it goes through it. Other specials give invincibility so WC will miss, like Jokers teeth(but obviously a joker won't throw out teeth when blocking all this pressure, 99% of the time at least). Jokers super beats it, I can't get the cancel off for whatever reason. Seems like the inputs are disabled during the super startup animation. It freezes the inputs and even when I do the perfect cancel it doesn't cancel for whatever reason so I'd say if someone has a good super and is willing to throw it out look out for this.
 

Pterodactyl

Plus on block.
Holy shit.


Swamp gas and EX swamp gas stack.

Pair that with damage x2 and every time you land a combo/grab you're taking out close to 50%
more or less.

Was this common knowledge? Because this shit is ridiculous.
 

PANDEMlC

El Psy Congroo
Holy shit.


Swamp gas and EX swamp gas stack.

Pair that with damage x2 and every time you land a combo/grab you're taking out close to 50%
more or less.

Was this common knowledge? Because this shit is ridiculous.
I knew about it, it's fun to mess with in training mode but not really practical. I mean, it's fine if you hit a MB WC and then set it up but you're blowing two bars on a potential setup. Which is only worth it if you have the damage chain grab trait on and the opponent can't clash. It's not useless just not particularly great because it's very expensive meter wise. Assuming you get a hit the damage won't be worth it unless you spend another bar on top of the 2 you spent to set it up. If you're confident in your defense you could try it in certain matchups on knockdowns but to me it's not worth the meter when I can save it for ex swamp hands and ex WC. Which grant me easy 50-60% combos off any hit. Both of which are hit confirmable.

EX Grave Rot useful, just stacking it with the normal one isn't as useful. Off b1 ex swamp hands or 112 ex swamp hands you can put ex grave rot on and still combo, which is great if the damage trait is on and you want to make a comeback or end the game fast.
 

Pterodactyl

Plus on block.
I wouldn't use it unless I had damage x2 to be honest, it's a risk/reward thing.

you're doing like 3.00 damage every second, that's pretty great, but it won't matter unless you can get it, and if you have time to do two grave rots back to back you probably aren't anywhere close.

This is useless against zoners or people with fast fireballs.


Feels good as hell to land a combo/grab after doing it in a match though.
 

PANDEMlC

El Psy Congroo
I wouldn't use it unless I had damage x2 to be honest, it's a risk/reward thing.

you're doing like 3.00 damage every second, that's pretty great, but it won't matter unless you can get it, and if you have time to do two grave rots back to back you probably aren't anywhere close.

This is useless against zoners or people with fast fireballs.


Feels good as hell to land a combo/grab after doing it in a match though.
I can get 70-90% with a practical ex grave rot combo. It's good like I said, only for a few particular moments. Still would never grave rot twice. Unless I had the chip damage trait on and was certain I could block against someone. But even then, that'd be mostly for trolling or running the clock out against someone like Green Lantern.
 

PANDA

*Supreme Member*
Grundy's AA game is terrible, and to be honest everyone's AA kinds sucks in this game. With the exception of aquaman's D2...
So people love to jump in attack on Grundy for some strange reason...
I've been having trouble with Batman's JIs and various others. So I'm wondering what his best option for jump-ins are.

His D2 has no priority because JI2s hit me all the time and take priority.
His cleaver(D,B+1) was recommended to me for AA but it's start-up is too slow and I get hit anyways. Sometimes it just completely whiffs when it does come out because the opponent ends up on the other side.

So the only option left is his air throw(D,F+1), which sometimes I can't react to.
I'm wondering if back dash, or trait grabbing opponents mid-air are viable options
 

D7MHellcat

Frozen Earth
Grundy's AA game is terrible, and to be honest everyone's AA kinds sucks in this game. With the exception of aquaman's D2...
So people love to jump in attack on Grundy for some strange reason...
I've been having trouble with Batman's JIs and various others. So I'm wondering what his best option for jump-ins are.

His D2 has no priority because JI2s hit me all the time and take priority.
His cleaver(D,B+1) was recommended to me for AA but it's start-up is too slow and I get hit anyways. Sometimes it just completely whiffs when it does come out because the opponent ends up on the other side.

So the only option left is his air throw(D,F+1), which sometimes I can't react to.
I'm wondering if back dash, or trait grabbing opponents mid-air are viable options
Grundy's d2 is very fast. I punish a lot of jumpers that way. I mean a LOT.
 

DaiHuu

Nightwolf Mourner
Grundy's AA game is terrible, and to be honest everyone's AA kinds sucks in this game. With the exception of aquaman's D2...
So people love to jump in attack on Grundy for some strange reason...
I've been having trouble with Batman's JIs and various others. So I'm wondering what his best option for jump-ins are.

His D2 has no priority because JI2s hit me all the time and take priority.
His cleaver(D,B+1) was recommended to me for AA but it's start-up is too slow and I get hit anyways. Sometimes it just completely whiffs when it does come out because the opponent ends up on the other side.

So the only option left is his air throw(D,F+1), which sometimes I can't react to.
I'm wondering if back dash, or trait grabbing opponents mid-air are viable options
You seriously just said that Grundy had a bad Anti air grab with a 8frame d+2... Air throw is 5 frames and isn't that hard to react to, and who told you cleaver was a good anti air? Getting your info wrong.
 

ETC AdmiralAugustus

Grabble Frazzled
Grundy's AA game is terrible...
I stopped reading there

You probably just need to work on your d2 timing. If you don't feel comfortable yet, space yourself for an AA grab. Remember, in most situations if your d2 trades with a jumping attack, you can follow up with 11xxtrait grab or even in some cases 11xxswamp hands mb.

Don't try to AA with a trait grab. You're gonna have a bad time.
 

Showtime

Reptile/Sonya
If you are using MB trait as a Aa your going to want to do it as ate as Ossipee, so he absorbs the hit amd grab as soon as possible. Mistiming this will result in your opponent jump or doing a string wich will since you only have 1 hit of armor

Sent from my SGH-T999 using Tapatalk 2
 

BEENEEWEENEES

Thou shalt be slain!
something sneaky i'd like to see grundys start doing... using b2 as a swamp hands feint :p it recovers faster than swamp hands does so if they try to jump over on reaction, you have a strong chance of antiairing for a combo. gimmicks baby
 

PANDA

*Supreme Member*
Gundy's back-dash is bad. How to cope when you need to space out your opponent briefly?
 

ETC AdmiralAugustus

Grabble Frazzled
Gundy's back-dash is bad. How to cope when you need to space out your opponent briefly?

Pretty much this:

walk. Pushblock.

why do you need to move backwards? Frame Traps mean nothing to grundy.
Pushblock is heavily underused from us Grundy players (from what I've seen, sorry to generalize you if you use it). It has some of the greatest potential. Like I said in the other thread, it sets ups so many great situations. Totally worth the bar, especially if you need the breathing room.
 

Mills

Born on a Monday
Quick question,on AA

Before I played this guy and he kept getting me with his Jokers Ji3 (That jumping crowbar) and didn't have a whole lot of luck countering it with d2 or db1, Managed to get the win in the end with the ever so satisfying pain chain but It bugged me as I don't seem to have a problem with most other people jumping in

Any advice or is just my timing off
 

Gruff757

The Gruff
Quick question,on AA

Before I played this guy and he kept getting me with his Jokers Ji3 (That jumping crowbar) and didn't have a whole lot of luck countering it with d2 or db1, Managed to get the win in the end with the ever so satisfying pain chain but It bugged me as I don't seem to have a problem with most other people jumping in

Any advice or is just my timing off
use df1 instead
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Ah the damn video got cut off before the end, but I made a neat really hard to block setup.

I started it with 2 xx WC for style but just assume it starts off of any WC.


It uses the B1 to avoid people who block by just holding down.

Yeah it uses a lot of meter, I suppose you could do some other combo off of B1 to save meter. I highly doubt I would block this without seeing it first.

I DEDICATE THIS VIDEO TO AdmiralAugustus aka ADMIRAL GRUNDY




EDIT: woah my player is freaking out maybe it didn't cut out
 

fr stack

Noob's saibot or noob saibot's?
Ah the damn video got cut off before the end, but I made a neat really hard to block setup.

I started it with 2 xx WC for style but just assume it starts off of any WC.


It uses the B1 to avoid people who block by just holding down.

Yeah it uses a lot of meter, I suppose you could do some other combo off of B1 to save meter. I highly doubt I would block this without seeing it first.

I DEDICATE THIS VIDEO TO AdmiralAugustus aka ADMIRAL GRUNDY




EDIT: woah my player is freaking out maybe it didn't cut out
sick chef thank you :D
just tried this out it works and you can do ex wc swamp gas dash dash neutral jump3 11 trait as a crossover lovely tech