KingOko
Was it good for you?
Now with Evo just a couple days away I thought that any info on how to improve grundy play would be nice to all the participants of evo that are playing grundy. Info such as HKD set-up that keep the pressure up because as you all know, if your playing against grundy, you dont want him near u. So here we go.
Off of To the Grave (AA throw):
You have the ability to dash twice and neutral jump to blow up wake-ups, thanks to HP Hatecraft, but I have been using other options off of the AA throw. You can also get 50/50 mixups from the throw by dashing twice and either use f1 for the low or b1 for an overhead.
Now from that you also get another 50/50 option from MB swamp hands and MB cleaver. If you use f1 for the low option going into MB cleaver gives you a low to high 50/50 mixup, which also leaves u at +2 if blocked, while if you use b1 for the overhead, using MB swamp hands gives a quick overhead low 50/50 mixup.
I recommend ending all combos with this HKD if you already have trait as its a great way to keep the pressure up. If the opponent starts waking up to avoid the guessing game a single dash then block can be used to bait the wake up, using the double dash corpse hop tech or even WCC into a 2 or 112.
Off of MB Walking Corpse:
*NOTE* *WALKING CORPSE IS A BILL OF GOODS AND SHOULD NOT BE YOU GO TO MOVE TO GET IN. MB B3 WILL BLOW YOU UP!*
There are multiple set ups that can be used once this attack hits mid screen. Here are the options.
1. After MB WC, WCC then go into grave rot. This set up is my favorite because its a guaranteed way to get grave rot dmg. After grave rot, you have enough time to f1 (low) or b1 (overhead) into cleaver or swamp hand respectively. My favorite combo is to MB WC, WCC, grave rot, b1~MB swamp hands, dash, b3, j2, 11~health chain. It does 54-56%. Not bad. You can also play mind games with your opponent by doing the grave rot first, then WCC into f1, b1 or trait throw. Essentially, its the same setup, just made to look different which can throw someone off.
2. The standard dash twice then switch stance corpse hop tech that @Mikemetroid swears is a bs gimmick, but to this day, it still catches people off guard.
The options off MB WC need to be changed up every time to have the best affect. Just simply reversing the order of grave rot and WCC can make your opponent think you are going for a completely different set up when in actuality, you can go for the f1 or b1 every time, it just looks different.
Corner stuff:
When I have my opponent corned I LOVE to use 2~WC on knock-down. The 2 comes out quick enough that the opponent has to block and if they wake up, walking corpse takes care of that, but if they MB b3, well... Characters like batman may not be able to get up because if you f1~WCC, that will blow up his parry option and his slide option...ggs. More testing needs to be done on this though.
Also if you end you combos with the power chain, you will have enough frame advantage to hit them with a b1.
Unclashable setup:
If you can land a b3 into f3 for unclashable dmg, you can do a forward jump and you will be at a max range of standing 2 to hit or be blocked. I think this would be considered a safe jump? The timing is not difficult at all so a few minutes in the lab, and you should be able to get it down. From that standing 2, a MB cleaver is a nice follow up and so is a WCC.
With that I have given all my knowledge to this grundy forum. I hope it helps some. Grundy is a bill though so yeah lol. People not knowing the MU really helps in his favor, but like @RDK|Tyrant says, once they know the MU its over for grundy. Anyway I just really hopes this helps someone. It may not be ground breaking in anyway but hopefully someone will be able to put thin info to good use. Thanks.
@fr stack @RDK|Tyrant @Golden Gun Fun @Mikemetroid @Josh Owens @ETC AdmiralAugustus @AK L0rdoftheFLY @Joker8417 @All the other Grundy mains.
Off of To the Grave (AA throw):
You have the ability to dash twice and neutral jump to blow up wake-ups, thanks to HP Hatecraft, but I have been using other options off of the AA throw. You can also get 50/50 mixups from the throw by dashing twice and either use f1 for the low or b1 for an overhead.
Now from that you also get another 50/50 option from MB swamp hands and MB cleaver. If you use f1 for the low option going into MB cleaver gives you a low to high 50/50 mixup, which also leaves u at +2 if blocked, while if you use b1 for the overhead, using MB swamp hands gives a quick overhead low 50/50 mixup.
I recommend ending all combos with this HKD if you already have trait as its a great way to keep the pressure up. If the opponent starts waking up to avoid the guessing game a single dash then block can be used to bait the wake up, using the double dash corpse hop tech or even WCC into a 2 or 112.
Off of MB Walking Corpse:
*NOTE* *WALKING CORPSE IS A BILL OF GOODS AND SHOULD NOT BE YOU GO TO MOVE TO GET IN. MB B3 WILL BLOW YOU UP!*
There are multiple set ups that can be used once this attack hits mid screen. Here are the options.
1. After MB WC, WCC then go into grave rot. This set up is my favorite because its a guaranteed way to get grave rot dmg. After grave rot, you have enough time to f1 (low) or b1 (overhead) into cleaver or swamp hand respectively. My favorite combo is to MB WC, WCC, grave rot, b1~MB swamp hands, dash, b3, j2, 11~health chain. It does 54-56%. Not bad. You can also play mind games with your opponent by doing the grave rot first, then WCC into f1, b1 or trait throw. Essentially, its the same setup, just made to look different which can throw someone off.
2. The standard dash twice then switch stance corpse hop tech that @Mikemetroid swears is a bs gimmick, but to this day, it still catches people off guard.
The options off MB WC need to be changed up every time to have the best affect. Just simply reversing the order of grave rot and WCC can make your opponent think you are going for a completely different set up when in actuality, you can go for the f1 or b1 every time, it just looks different.
Corner stuff:
When I have my opponent corned I LOVE to use 2~WC on knock-down. The 2 comes out quick enough that the opponent has to block and if they wake up, walking corpse takes care of that, but if they MB b3, well... Characters like batman may not be able to get up because if you f1~WCC, that will blow up his parry option and his slide option...ggs. More testing needs to be done on this though.
Also if you end you combos with the power chain, you will have enough frame advantage to hit them with a b1.
Unclashable setup:
If you can land a b3 into f3 for unclashable dmg, you can do a forward jump and you will be at a max range of standing 2 to hit or be blocked. I think this would be considered a safe jump? The timing is not difficult at all so a few minutes in the lab, and you should be able to get it down. From that standing 2, a MB cleaver is a nice follow up and so is a WCC.
With that I have given all my knowledge to this grundy forum. I hope it helps some. Grundy is a bill though so yeah lol. People not knowing the MU really helps in his favor, but like @RDK|Tyrant says, once they know the MU its over for grundy. Anyway I just really hopes this helps someone. It may not be ground breaking in anyway but hopefully someone will be able to put thin info to good use. Thanks.
@fr stack @RDK|Tyrant @Golden Gun Fun @Mikemetroid @Josh Owens @ETC AdmiralAugustus @AK L0rdoftheFLY @Joker8417 @All the other Grundy mains.