RiBBz22 GGA 16 Bit Jer Claude VonStroke xKhaoTikx
Specific punishes and information vs Grundy's trait used in his blockstrings:
You can jump out of his trait and get a full combo if he cancels any string into his Trait grab. Be aware that he can also cancel into his Cleaver Spin to hit you out of any jump attempt. If you read that he will do a Cleaver, you can punish with 111~Black Ice.
This is where Frost does much better than most characters against Grundy. She can parry both options, Trait and Cleaver, with the same timing.
If you do decide to jump out and get a full combo, here is what to look for and what the best combos are:
-
Block 1~4 [NJ]
--
(You can Jump out in any direction or backdash)
-
Block d2~4 [NJ]
(you can punish d2 with 22~Black Ice, but not if he cancels to Trait)
--
(You can Jump out in any direction or backdash)
--
(You can d1~Black Ice)
-
Block d1~4 [NJ]
(watch out for d13)
--
(If low blocking, you can only d1~Black Ice)
--
(If high blocking, you can d1 or 111~Black Ice)
-
Block f13~4 [NJ]
--
(You can Jump out in any direction or backdash)
--
(You can d1~Black Ice)
-
Block 112~4 [NJ high block] [UF low block]
--
(For this particular string, you cannot Neutral Jump (NJ) if you block the 112 string low, you can only jump forward or back. What you can do if you block the first hit low is to stand block the last two then you can NJ.)
Neutral Jump punishes:
1a) NJ2~f113~Black Ice, u3, u3, Sweep (38%) then combo "1c"...
1b) NJ2~f113~Black Ice, u3, u3, u3, 1~Iceberg
MB, Sweep (46%) then combo "1c"...
1c) Flash Freeze
MB, NJ2~f113~Black Ice, u3, u3, u3, 11~Iceberg (45%)
--
(Combo "1c" cannot be avoided after the sweep in either of the previous combos if timed properly unless they do a wakeup attack.)
2) NJ2~f113~Black Ice, u3, u3, u3, 11~Iceberg (46%)
3a) NJ2~f113~Black Ice, u3, 22~Flash Freeze
MB, NJ2~f113~Frozen Daggers (47%)
3b) NJ2~f113~Black Ice, u3, f113~Flash Freeze
MB, NJ2~f113~Frozen Daggers (50%)
3c) NJ2~f113~Black Ice, u3, u3, 22~Flash Freeze
MB, NJ2~f113~Frozen Daggers (51%)
Forward Jump (UF) punishes:
4a) J1~f113~Black Ice, u3, u3, Sweep (36%) then combo "4c"...
4b) J1~f113~Black Ice, u3, u3, u3, 1~Iceberg
MB, Sweep (44%) then combo "4c"...
4c) Flash Freeze
MB, NJ2~f113~Black Ice, u3, u3, u3, 11~Iceberg (45%)
--
(Combo "4c" cannot be avoided after the sweep in either of the previous combos if timed properly unless they do a wakeup attack.)
5) J1~f113~Black Ice, u3, u3, u3, 11~Iceberg (44%)
6a) NJ2~f113~Black Ice, u3, 22~Flash Freeze
MB, NJ2~f113~Frozen Daggers (45%)
6b) NJ2~f113~Black Ice, u3, f113~Flash Freeze
MB, NJ2~f113~Frozen Daggers (48%)
6c) J1~f113~Black Ice, u3, u3, 22~Flash Freeze
MB, NJ2~f113~Frozen Daggers (49%)
EDIT:
Additional information about Grundy canceling his strings into Dead Air.
I know that you cannot parry Dead Air and in his 112 string in particular you cannot jump out in any direction either. Obviously the best thing to do against Dead Air is to block because you get a full f113~Slide punish... but it is too hard to see it coming and one of the only ways you can truly avoid it is to backdash or d1~Black Ice.
Ninja Edit --- I don't know why I didn't think to test this earlier, but you can MB f3 to beat literally all of his options from a blockstring.