ll Nooby ll
To Live is to Die
Here is a list of moves that are untechable, and are at enough advantage that you get a free Chain Grab.
If you read a back-dash you have a couple options. One you can dash in and do F13 and this will catch them out of their dash and you get a combo. Or you can go for Walking Corpse.
If you read a wake-up attack you can block and punish if the move is unsafe. Or try to armor through with EX Trait Grab, B3, or F3. Or you can armor with Walking Corpse. Also you can cancel a normal move (like 1, 2, and if the knockdown permits, F1 or B1) into Walking Corpse or EX Trait Grab. This works very well and is probably the thing I use the most on a knockdown.
Now you can still get a free grab off of knockdowns where the opponent techs ONLY if Grundy is right next to them when they tech or if the opponent is in the corner. If either of these are the case, you can get the same type setups mentioned above. The timing might be a little different to where maybe you don't do a dash. I suggest you go into practice and learn the knockdown timings.
In the corner, after you have landed any of the level two chain throws in the corner, these moves can't be interrupted or jumped.
And my final piece I'll leave with you is the corner Super move 50/50.
After any level 2 chain grab has landed in the corner. (Preferably Damage so your Super does max damage) Activate your super, now there are only two thing the opponent can do. They will try to jump away, if so then you jump and land the super. If they stay grounded hoping you jump over them and they can dash under you and run away, then you immediately do the super from the ground. This can probably work off of other knockdowns but yeah.
NEW Thing I decided to add even though no one will see:
Lvl 1 Chip Chain Grab Knockdown Midscreen:
If you have gotten someone in a grab and you want to leave them close, I highly suggest using this.
If you time it perfectly, 1 and it's string's and 2 cannot be interrupted. And 1 will catch people on the ground trying to jump and I believe if timed perfectly cannot be back-dashed.
But let us talk about what will happen if you don't time it perfectly. If you try to do 1 or 2 and they are jumping these moves will catch them while they start to jump (112 and 113 will juggle them as well). So I suggest going for 1~Trait Grab since if the jump the Grab will juggle and you can loop this setup again.
And you pretty much beat wake-ups and back-dashes like I have mentioned above, so I won't go through that again.
- D13
- D3
- F122
- F3 Splat
- To The Grave
- Dead Air (must be the second one in the combo)
- Dead Air (throwing them into the corner)
- Swamp Hands (corner only)
- EX Walking Corpse
- Super
If you read a back-dash you have a couple options. One you can dash in and do F13 and this will catch them out of their dash and you get a combo. Or you can go for Walking Corpse.
If you read a wake-up attack you can block and punish if the move is unsafe. Or try to armor through with EX Trait Grab, B3, or F3. Or you can armor with Walking Corpse. Also you can cancel a normal move (like 1, 2, and if the knockdown permits, F1 or B1) into Walking Corpse or EX Trait Grab. This works very well and is probably the thing I use the most on a knockdown.
Now you can still get a free grab off of knockdowns where the opponent techs ONLY if Grundy is right next to them when they tech or if the opponent is in the corner. If either of these are the case, you can get the same type setups mentioned above. The timing might be a little different to where maybe you don't do a dash. I suggest you go into practice and learn the knockdown timings.
In the corner, after you have landed any of the level two chain throws in the corner, these moves can't be interrupted or jumped.
- D13
- 1 and its strings
- 2
- D2
- 1+3 Grab
And my final piece I'll leave with you is the corner Super move 50/50.
After any level 2 chain grab has landed in the corner. (Preferably Damage so your Super does max damage) Activate your super, now there are only two thing the opponent can do. They will try to jump away, if so then you jump and land the super. If they stay grounded hoping you jump over them and they can dash under you and run away, then you immediately do the super from the ground. This can probably work off of other knockdowns but yeah.
NEW Thing I decided to add even though no one will see:
Lvl 1 Chip Chain Grab Knockdown Midscreen:
If you have gotten someone in a grab and you want to leave them close, I highly suggest using this.
If you time it perfectly, 1 and it's string's and 2 cannot be interrupted. And 1 will catch people on the ground trying to jump and I believe if timed perfectly cannot be back-dashed.
But let us talk about what will happen if you don't time it perfectly. If you try to do 1 or 2 and they are jumping these moves will catch them while they start to jump (112 and 113 will juggle them as well). So I suggest going for 1~Trait Grab since if the jump the Grab will juggle and you can loop this setup again.
And you pretty much beat wake-ups and back-dashes like I have mentioned above, so I won't go through that again.
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