ll Nooby ll
To Live is to Die
I saw Tyrant do this and I instantly fell in love with this setup. It works very well to end the game when your opponent is close to death. Anyway I decided to go to the lab and see what was guaranteed after double rotting. Double rotting btw is doing an EX Grave Rot, followed by a regular Grave Rot.
So after double rotting these moves cannot be interrupted or backdashed, and if they jump in any way they will get caught on the ground.
If this hits you will be guaranteed an INSANE amount of damage that cannot be clashed till the end of the grab. This incorporates Grundy's Damage Chain, where your opponent will not be able to clash until the last part of the grab (the piledriver part). So coupled with the double rot, you will have done 43% damage before they can actually clash with the grab alone. So a total of 62% if we add the EX WC. If you already have the damage buff the grab will do 47% (70% if you add the EX WC). So this is a very good way to kill the opponent if their health is below the given numbers.
How to Beat Wake-Ups and Guaranteed GR Ticks
So the only way out of this is to do an invincible wake-up attack. But these can be beat by dashing up and doing WC. Or canceling 1, 2, or D1 into WC. Doing these will not only beat most wake-ups and probably secure you the round. But will also guarantee in most situations a couple ticks, which would kill the opponent if they're in danger. I would suggest doing 2~WC cause that guarantees the most ticks.
Block Strings
If your opponent gets up and blocks. This can open up Grundy's block strings that will inflict A LOT of chip damage due to the double rot. You can do 112~WCC, or if you're going for the kill, 112~Cleaver. Both of these do a lot of chip. Thanks fr stack
So after double rotting these moves cannot be interrupted or backdashed, and if they jump in any way they will get caught on the ground.
- Dash up 1 (and therefore 1's strings), 2, and D1
- Dash up Trait Grab (this is really dirty)
- Dash up Throw
- Walking Corpse
If this hits you will be guaranteed an INSANE amount of damage that cannot be clashed till the end of the grab. This incorporates Grundy's Damage Chain, where your opponent will not be able to clash until the last part of the grab (the piledriver part). So coupled with the double rot, you will have done 43% damage before they can actually clash with the grab alone. So a total of 62% if we add the EX WC. If you already have the damage buff the grab will do 47% (70% if you add the EX WC). So this is a very good way to kill the opponent if their health is below the given numbers.
How to Beat Wake-Ups and Guaranteed GR Ticks
So the only way out of this is to do an invincible wake-up attack. But these can be beat by dashing up and doing WC. Or canceling 1, 2, or D1 into WC. Doing these will not only beat most wake-ups and probably secure you the round. But will also guarantee in most situations a couple ticks, which would kill the opponent if they're in danger. I would suggest doing 2~WC cause that guarantees the most ticks.
Block Strings
If your opponent gets up and blocks. This can open up Grundy's block strings that will inflict A LOT of chip damage due to the double rot. You can do 112~WCC, or if you're going for the kill, 112~Cleaver. Both of these do a lot of chip. Thanks fr stack
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