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Strategy Knockdown Throw Traps

1truking

Apprentice
yeah i wouldn make it a staple of my play or anythin , just grundys f3 seems very blockable for unclashable damage , i took it online with mixxed results it does seem char specific :( oh well !!
It works well enough offline just need to practice the timing. Main reason I don't do your variation is I start walking corpse from near max range so it causes people to want to jump instead of wakeup attack due to the armor. I've landed it on ak harold reno racks so it works against top level players just not a go to move. Not to mention grundy having 2-4 bars to make it really worth it is not that common but I have made some comebacks looping 4/5 meters worth.
 

fr stack

Noob's saibot or noob saibot's?
grundy air throw sets up a similar cross over to his WC MB
dash dash nj 2
the dash has to be done as soon as u can

also i dunno wot this is just throwin it out there if u land a 113 and then do f12 WCC nj it messes with wake ups its pretty random sometimes i get hit sometimes we both whiff etc
 

NRF CharlieMurphy

Kindergarten Meta
grundy air throw sets up a similar cross over to his WC MB
dash dash nj 2
the dash has to be done as soon as u can

also i dunno wot this is just throwin it out there if u land a 113 and then do f12 WCC nj it messes with wake ups its pretty random sometimes i get hit sometimes we both whiff etc
the air throw doesn't give you the same bonus of STUFFING a missed wakup

characters who have moves that move the a great deal.... or teleport... will still bop you.
 

fr stack

Noob's saibot or noob saibot's?
right guys i wanna talk about this to any grundys that are left : have any of u tried ending your combos in swamp hands its untechable , leaves you at advantage and if done close enough you can get a trait throw with the only escape being a wake up attack ,, the combo ill use is 112 MB swamp hands, ji2, b1 swamp hands after this you can get a meaty f1 or f3 both can blow up wake ups ..
but an even better set up for a little less damage is 112 MB swamp hands, dash, f3, swamp hands . this leaves them right at your feet and close enough to do a trait grab as they get up which cant be jumped , if you think they will wake up do either MB f3 or f1 WCC punish (f1 WC will connect if they wake up also) , MB trait seems to come out too fast to beat invincibility so it just trades armour .
thoughts ?
another set up u can do to stop wake ups like MMH's push is f3 , swamp hands , f1 MB trait it beats it clean
edit/ unrelated but you can connect a WC after a f3 if u do , f3 b1 WC MB does 30% plus set up
 
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ll Nooby ll

To Live is to Die
right guys i wanna talk about this to any grundys that are left : have any of u tried ending your combos in swamp hands its untechable , leaves you at advantage and if done close enough you can get a trait throw with the only escape being a wake up attack ,, the combo ill use is 112 MB swamp hands, ji2, b1 swamp hands after this you can get a meaty f1 or f3 both can blow up wake ups ..
but an even better set up for a little less damage is 112 MB swamp hands, dash, f3, swamp hands . this leaves them right at your feet and close enough to do a trait grab as they get up which cant be jumped , if you think they will wake up do either MB f3 or f1 WCC punish (f1 WC will connect if they wake up also) , MB trait seems to come out too fast to beat invincibility so it just trades armour .
thoughts ?
another set up u can do to stop wake ups like MMH's push is f3 , swamp hands , f1 MB trait it beats it clean
edit/ unrelated but you can connect a WC after a f3 if u do , f3 b1 WC MB does 30% plus set up
I remember Tyrant use to do this in the corner by doing 112~EX Swamp Hands, F3, 32~Swamp Hands. It's sick setup, but I feel that it's not really worth the damage you sacrifice. You already get an unscaled 31% grab after your combos, no sense in knocking them down and making the grab escapable. The only time I can see this being ok is if you need to make a comeback.
 

fr stack

Noob's saibot or noob saibot's?
I remember Tyrant use to do this in the corner by doing 112~EX Swamp Hands, F3, 32~Swamp Hands. It's sick setup, but I feel that it's not really worth the damage you sacrifice. You already get an unscaled 31% grab after your combos, no sense in knocking them down and making the grab escapable. The only time I can see this being ok is if you need to make a comeback.
i would trait up before i even start usin these shenanigans , im mainly focusing on blowing up wake ups and jump back and this covers both , id maybe throw in the trait throw if they get scared and try block on wake up ,but MB f3 and f1 WCC are the two main ones
 

fr stack

Noob's saibot or noob saibot's?
right guys i wanna talk about this to any grundys that are left : have any of u tried ending your combos in swamp hands its untechable , leaves you at advantage and if done close enough you can get a trait throw with the only escape being a wake up attack ,, the combo ill use is 112 MB swamp hands, ji2, b1 swamp hands after this you can get a meaty f1 or f3 both can blow up wake ups ..
but an even better set up for a little less damage is 112 MB swamp hands, dash, f3, swamp hands . this leaves them right at your feet and close enough to do a trait grab as they get up which cant be jumped , if you think they will wake up do either MB f3 or f1 WCC punish (f1 WC will connect if they wake up also) , MB trait seems to come out too fast to beat invincibility so it just trades armour .
thoughts ?
another set up u can do to stop wake ups like MMH's push is f3 , swamp hands , f1 MB trait it beats it clean
edit/ unrelated but you can connect a WC after a f3 if u do , f3 b1 WC MB does 30% plus set up
to add to this set up if you do a f3 then db2 , you can do a ji3 early and you will cross up it whiffs but you land as they get up , id do d2 trait
 

Ruuku1012

Real Talker
Can you get some sort of meaty setups if you stop at health chain lvl1? I'm not sure if Grundy recovers fast enough. Just so you know, I'm new to this game + Grundy.
 

fr stack

Noob's saibot or noob saibot's?
b3 dash f3 , sets up a nice splat game if u do it right , u can neutral jump to switch sides etc
you have enough time to do a neutral jump then walking corpse for some nice unclashable damage
 

juicepouch

blink-182 enthusiast
right guys i wanna talk about this to any grundys that are left : have any of u tried ending your combos in swamp hands its untechable , leaves you at advantage and if done close enough you can get a trait throw with the only escape being a wake up attack ,, the combo ill use is 112 MB swamp hands, ji2, b1 swamp hands after this you can get a meaty f1 or f3 both can blow up wake ups ..
but an even better set up for a little less damage is 112 MB swamp hands, dash, f3, swamp hands . this leaves them right at your feet and close enough to do a trait grab as they get up which cant be jumped , if you think they will wake up do either MB f3 or f1 WCC punish (f1 WC will connect if they wake up also) , MB trait seems to come out too fast to beat invincibility so it just trades armour .
thoughts ?
another set up u can do to stop wake ups like MMH's push is f3 , swamp hands , f1 MB trait it beats it clean
edit/ unrelated but you can connect a WC after a f3 if u do , f3 b1 WC MB does 30% plus set up
I dunno. I feel like in this game especially people are constantly waking up, it's a neat idea though. I'll have to try it out. Usually I just go for the damage where I can get it, a bird in the hand is worth two in the bush and all that
 

fr stack

Noob's saibot or noob saibot's?
I dunno. I feel like in this game especially people are constantly waking up, it's a neat idea though. I'll have to try it out. Usually I just go for the damage where I can get it, a bird in the hand is worth two in the bush and all that
honestly this blows up people that wake up , it doesnt work on some characters but u should try it out in practice , also the meter gain is pretty good when you get to use swamp hands a lot :)
 

AK L0rdoftheFLY

I hatelove this game
I've been working on knockdown setups into trait and have come up with a pretty nice reset if I may say so...I do this in the neutral game and can get it to work consistently. I'll post damage later but maybe someone can test it and post before I get home from work.

112 SH mb, dash j2 b1 GR mb, d12 dash Throw (damage trait).

Anyone know damage?

@ll Nooby ll

Edit again: I have hit the d13 dash trait 6 for 6 online today. This is really really good.

@Konqrr
@fr stack
 
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ll Nooby ll

To Live is to Die
I've been working on knockdown setups into trait and have come up with a pretty nice reset if I may say so...I do this in the neutral game and can get it to work consistently. I'll post damage later but maybe someone can test it and post before I get home from work.

112 SH mb, dash j2 b1 GR mb, d12 dash Throw (damage trait).

Anyone know damage?

@ll Nooby ll

Edit again: I have hit the d13 dash trait 6 for 6 online today. This is really really good.

@Konqrr
@fr stack
With some combo's you can do a EX Rot into Ji2~B1 reset. Which does about the same damage. This seems like something that could work really well in the corner.

112~EX Swamp Hands, Jo2~B1~EX Rot, 112~Dead Air. And go for the free grab.
 

fr stack

Noob's saibot or noob saibot's?
I've been working on knockdown setups into trait and have come up with a pretty nice reset if I may say so...I do this in the neutral game and can get it to work consistently. I'll post damage later but maybe someone can test it and post before I get home from work.

112 SH mb, dash j2 b1 GR mb, d12 dash Throw (damage trait).

Anyone know damage?

@ll Nooby ll

Edit again: I have hit the d13 dash trait 6 for 6 online today. This is really really good.

@Konqrr
@fr stack
just gonna add my 2 cents onto this post about the d13 ender , as well as the trait throw you can do a jump in 2 for non cross up and slight walk forward ji2 for cross up . then there is dash f1 WCC or f1 WC to blow up different wake ups , also just WC which catches them similar to his d3 :)
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I have a cool setup that's 3 bars and a single reset, but it does i think 99% damage without damage trait:

J2 > 112 xx MB Swamp Hands > B3 > J3 > 1 xx MB Walking Corpse

MB Grave Rot > Grave Rot > Dash > Damage Trait

It does like 115% with Damage Trait already on.


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