Awake
Noob
Here in this guide i plan to show you how powerful Grundy can be after he lands a proper knockdown. Most Grundy players will say it is best to end every combo into his trait grab simply because it is the most damaging option, i disagree. Although it is the most damaging option, i find it is more effective to sacrifice a little bit of damage, and go for a great mix-up opportunity since you literally get nothing after landing the trait grab.
So basically my game plan is to power up with the trait grab using no meter with the first combo i land. After this, the only time i would recommend using trait is if you are in the corner, mb trait wake / reversal, or tick grab setups.
Now i will get into the "vortex":
*If you have your opponent cornered, you should always end your combo with the power trait grab*
The reason for this is you maximize your damage and get a great setup, ie...
After landing the trait grab in the corner
-Meaty 1>1>3 attack leading into full combo, which then in turn leads to the same situation. Also plus on block.
-D.3. Low sweep, not quite meaty, but fast enough that it will beat all normals, techs, jumps, and backdashes. It is an untechable knockdown which means it leads into a similar mix up situation which i will get into a little later.
-Normal Throw. This option forces the opponent to either tech the grab, or reversal. *They cannot escape the throw by jumping!* The only drawback to this option is the fact you dont have much of a meaty follow up option, but you still maintain corner pressure.
-Once you establish the 3 options above, b.1>MB (Meter Burn) special> full combo leading the same mix up situation becomes an option. It is not meaty and does not catch jumps, however if your get your opponent scared of the above options, this adds to the mix up with an overhead option. Cancelling the b.1 with MB swamp hands is great for a quick high-low into full combo. Likewise, cancelling the b.1 into MB cleaver is a high-high leading into combo, and more importantly the situation.
*So basically the mix up after trait grab in the corner becomes, grab (only loses to reversals/tech), or meaty (beats techs, loses to reversals), and to beat reversals, block and punish or throw out an MB cleaver spin on occasion to blow up the reversal. Rinse and repeat.
Here's where it gets good.
Like i said before, once im powered up i will end my combo with df.1 "to the grave" grab. The reason being it is an untechable knockdown, and lead to a great high/low/grab mixup which in turn leads to the same mix up, creating a vortex.
The combo i use to set this up:
f.1>3>1>1><MBswamp hands> walk forward >b.3>j.2>1>1>to the grave. 44% Into setup, after already being power up. You can also start the combo with 1>1>3 string as well, although getting the swamp hands to connect is more difficult.
The mix up after to the grave is as follows:
-Dash>slight pause>f.1>3 x Combo for the meaty low option into full combo vortex situation
-Dash>b.1>MBhands for the meaty high followed by a fast low into full combo. It sounds odd that the you have to pause with f.1 (the slower move) and not the b.1 (the faster move) but b.1 is just that active that it will be meaty if you do it asap, or use the f.1 timing.
-Dash>Dash>Normal Throw. This option again catches all jumps and backdashes, but doesnt lead to vortex.
-Dash>dash>1>1>3 meaty string is great once you condition your opponent to tech the throw option, also leads into the vortex.
The next option I'm going to talk about is d.3
Grundys sweep which has great range, is safe and can be chaining into with d.1>d.3. Since this is an untechable knockdown, once again your opponent is forced to eat a mixup.
After landing the d.3 you have a few options:
- Meaty walk forward f.1>string>vortex situation explained above
- Meaty walk forward b.1>MBspecial>combo>vortex situation explain above
-Dash>grab once again, the meaty grab catches jumps!
-Dash>1>string>vortex situation explained above *This option is really only good once you have your opponent ready to tech grabs after the dash, otherwise go for the high/low options instead*
Up next is the corpse grab setup *revised*
Most Grundy players know how important this move is, and guess what? yup. vortex ensues after applying MB to this move, as well as adding a bit of damage.
The follow up after meter burn walking grab is this:
-Grave Rot>dash>dash>(slight pause)> trait. Like the normal throw from other situations, raw trait catches jumps, backdashes, AND TECHS! meaning your opponent *has to reversal or eat the trait*
-Grave Rot>Dash>Dash>(slight pause)meaty f.1>full combo for the low option into the vortex
-Grave Rot>Dash>Dash>(slight pause)meaty b.1>MBspecial>full combo for the high option into vortex
* IMO Grundys strongest set up. Although the meaties are a decent option, i think the better mix up is making the opponent guess whether you will trait grab or not, as the only way to escape the trait is by reversal, which in most cases will lead to big damage if you bait it out.
This is the first guide ive ever done, with that being said feedback would be much appreciated. I hope you all learned something from this guide, please let me know what you think!
TL;DR - SOLOMON FUCKIN' GRUNDY!!
So basically my game plan is to power up with the trait grab using no meter with the first combo i land. After this, the only time i would recommend using trait is if you are in the corner, mb trait wake / reversal, or tick grab setups.
Now i will get into the "vortex":
*If you have your opponent cornered, you should always end your combo with the power trait grab*
The reason for this is you maximize your damage and get a great setup, ie...
After landing the trait grab in the corner
-Meaty 1>1>3 attack leading into full combo, which then in turn leads to the same situation. Also plus on block.
-D.3. Low sweep, not quite meaty, but fast enough that it will beat all normals, techs, jumps, and backdashes. It is an untechable knockdown which means it leads into a similar mix up situation which i will get into a little later.
-Normal Throw. This option forces the opponent to either tech the grab, or reversal. *They cannot escape the throw by jumping!* The only drawback to this option is the fact you dont have much of a meaty follow up option, but you still maintain corner pressure.
-Once you establish the 3 options above, b.1>MB (Meter Burn) special> full combo leading the same mix up situation becomes an option. It is not meaty and does not catch jumps, however if your get your opponent scared of the above options, this adds to the mix up with an overhead option. Cancelling the b.1 with MB swamp hands is great for a quick high-low into full combo. Likewise, cancelling the b.1 into MB cleaver is a high-high leading into combo, and more importantly the situation.
*So basically the mix up after trait grab in the corner becomes, grab (only loses to reversals/tech), or meaty (beats techs, loses to reversals), and to beat reversals, block and punish or throw out an MB cleaver spin on occasion to blow up the reversal. Rinse and repeat.
Here's where it gets good.
Like i said before, once im powered up i will end my combo with df.1 "to the grave" grab. The reason being it is an untechable knockdown, and lead to a great high/low/grab mixup which in turn leads to the same mix up, creating a vortex.
The combo i use to set this up:
f.1>3>1>1><MBswamp hands> walk forward >b.3>j.2>1>1>to the grave. 44% Into setup, after already being power up. You can also start the combo with 1>1>3 string as well, although getting the swamp hands to connect is more difficult.
The mix up after to the grave is as follows:
-Dash>slight pause>f.1>3 x Combo for the meaty low option into full combo vortex situation
-Dash>b.1>MBhands for the meaty high followed by a fast low into full combo. It sounds odd that the you have to pause with f.1 (the slower move) and not the b.1 (the faster move) but b.1 is just that active that it will be meaty if you do it asap, or use the f.1 timing.
-Dash>Dash>Normal Throw. This option again catches all jumps and backdashes, but doesnt lead to vortex.
-Dash>dash>1>1>3 meaty string is great once you condition your opponent to tech the throw option, also leads into the vortex.
The next option I'm going to talk about is d.3
Grundys sweep which has great range, is safe and can be chaining into with d.1>d.3. Since this is an untechable knockdown, once again your opponent is forced to eat a mixup.
After landing the d.3 you have a few options:
- Meaty walk forward f.1>string>vortex situation explained above
- Meaty walk forward b.1>MBspecial>combo>vortex situation explain above
-Dash>grab once again, the meaty grab catches jumps!
-Dash>1>string>vortex situation explained above *This option is really only good once you have your opponent ready to tech grabs after the dash, otherwise go for the high/low options instead*
Up next is the corpse grab setup *revised*
Most Grundy players know how important this move is, and guess what? yup. vortex ensues after applying MB to this move, as well as adding a bit of damage.
The follow up after meter burn walking grab is this:
-Grave Rot>dash>dash>(slight pause)> trait. Like the normal throw from other situations, raw trait catches jumps, backdashes, AND TECHS! meaning your opponent *has to reversal or eat the trait*
-Grave Rot>Dash>Dash>(slight pause)meaty f.1>full combo for the low option into the vortex
-Grave Rot>Dash>Dash>(slight pause)meaty b.1>MBspecial>full combo for the high option into vortex
* IMO Grundys strongest set up. Although the meaties are a decent option, i think the better mix up is making the opponent guess whether you will trait grab or not, as the only way to escape the trait is by reversal, which in most cases will lead to big damage if you bait it out.
This is the first guide ive ever done, with that being said feedback would be much appreciated. I hope you all learned something from this guide, please let me know what you think!
TL;DR - SOLOMON FUCKIN' GRUNDY!!
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