Born on a Monday - Solomon Grundy Thread

actually considering just going for health chain as soon as possible, then ending all my other mid screen combos with AA Grab since it dosnt build them as much meter and it gives grundy better mix ups

Sorry I don’t have recording equipment anymore, so I can’t show you guys the timing of the “Walking Corpse Cancel” (WCC) with Solomon Grundy. If you are a Grundy player, I can’t stress how important this is. You MUST learn how to WCC.
From almost any knockdown caused by Grundy, he will have the advantage of getting to attack first. This means that you almost always have an opportunity to keep your opponent in a vortex.

Corner Knockdowns:

  1. The best corner knockdown is his Health Chain. End your combo with this and the corner guessing games begin.
  2. Down A.
  3. Combo into regular Swamp Hands.

Midscreen Knockdowns:

  1. Performing the Health Chain but not completing the last chain on purpose. This is just in case you’re behind on health and know what your opponent does on wakeup.
  2. Down X, A is possibly the best one. This two hit combo puts them right in front you. There isn’t much that they can do but try to guess what you’re going to do next.
  3. Dashing Regular Grab…this shit is so good.
  4. Combo into regular Cleaver Spin.

Follow up after a knock down: (Vortex)

  1. Forward X, A. Many things can happen here…
    a) if you confirm the hit you can just press B and go into your chain of choice.
    b) if you don’t confirm the hit you can cancel it into Walking Corpse…(which can then be cancelled into basically anything keeping you safe.)
    c) if your opponent is a jumper, just wait after the forward X, A. When they’re at the top of their jump, do “To The Grave” to get their jumpy asses out of the sky.

  2. Raw Walking Corpse is also a viable option…
    a) if you get the grab please meter burn it. It causes an untechable knockdown that keeps them lying there for days. After the meter burn, do “Grave Rot”, dash up to them a few times (pushing them further into the corner) and wait for your opportunity to perform your vortex. Yes people, you have that much time.

  3. Forward A (overhead)…this is also very good:
    a) If you confirm the hit, free combo of choice.
    b) If you don’t confirm the hit, do down Y. This is his under-backhand slap. It serves well as an anti-air, and even if you connect it on a standing opponent…just pick your combo of choice.
    c) In the corner, you can often abuse down Y. Most people will try to jump, giving you a free combo. Others will try to wake up with super…keep an eye on their meter.

  4. Dashing X, X, Y…his fastest combo setup.
    a) All you need to watch out for is if they’re standing or crouching when you this. Most likely 8/10 times, they’ll be blocking the three hit combo. If not, hand them a free combo.
    b) On a standing opponent, cancel Y into a meter burned “Swamp Hands”…free combo.
    c) On a crouching opponent, cancel Y into a meter burned “Cleaver Spin”…another free combo.

Advice:

  1. Please read your opponent. Don’t come here telling me that you tried my stuff and it didn’t work. Not everyone fights Grundy the same. Not every character plays the same.
  2. If you can, make this your BnB: X, X, Y, meter burned “Swamp Hands”, back A (wall bounce), j/uf A, land, X, X, B, chain of choice…I suggest Power Chain the first time around, Health Chain second time you catch them sleeping.
  3. Never shy away from a match…Never, ever do that. You must learn to fight all styles of gameplay. Everyone and their grandmother will run from you so make it your plan to chase them down until time runs out…capeesh?

Cancelling Walking Corpse (WCC)…
In order to WCC, you have to do a quarter circle back motion (Ryu’s hurricane kick without pressing a button) the moment he starts trying to hug you. When he brings his arms back to attempt the grab, do D, DB, B…he should stop walking.
After this, he can do anything…and I do mean anything.

  1. You can down Y to anti-air…fraaaay.
  2. You can for another Walking Corpse if they just sit there. If you catch them, meter burn, power up, and let them wake up into their demise…fraaaay.
  3. You can do “To The Grave” to also anti-air if they jump. This may be a little difficult, but not impossible. You’ll have to do down back, down forward X…fraaaay.
  4. You can even down back, to up back to jump away. Not sure why you’ll do that though, you’re Grundy.
  5. You can cancel the move into anything dammit…have fun guys.

About a week ago, I created an Injustice: Gods Among Us group on Facebook. If you have some stuff to share or would just like to join, please do.
Link: https://www.facebook.com/groups/580130892011053/

So.

I fought against a Deathstroke + Green Lantern today.

Getting in is such a pain in the balls. I literally got exposed by jump back projectiles. I seriously need to work on my movement. Combos are so easy in this game it’s really evident that someone is better than you when they move well.

Let’s buckle down and work on this guy some more, guys. He’s awesome.

Easiest way to cancel walking corpse is to do a halfcircle back after you do the initial input, It’s nearly impossible to fuck up.
I noted it in the original post actually, in case anyone is having trouble doing it.

Against projectiles, walk block or dash as tight as possible.
When you are up against Deathstroke, keep your jumping to a minimum as he can catch you on your way down with bullets if he sees you jumping.

I honestly haven’t fought a decent Greenlantern yet so I can’t offer anything on that.

Grundy’s still a grab character, so that means you need patience to play him. Lots and lots of patience. I’m still playing him because NRS didn’t commit the cardinal sin of of not giving their grab character a way in. Walking corpse cancel, swamp hands, a good dash, and good anti-airs are all I need.

Also, @wolverine-master: I don’t play or own an xbox, dood. Had to figure out what you meant by x, b, a. Sound advice tho, after I translated it ~

I just wanted to amend Wolverine Master’s

Did you guys know that instead of EX Cleaver you can also do Forward Bounce Cancel (overhead), it’s +7 on block, so it’s safer than cleaver. 11 frame start up.

After a month of having a useless PS3 and a brand new GoU sitting around, got a new PS3 and I have been playing.

My friend showed how hard it is for Da Grundzman to deal with zoning, while I confirmed that once I do get around it, I can deal a ton of damage.

But all he has to do is jumping eye-lazorz, and maybe some short ground zaps, and I feel so useless.

depending on the height in which he does air eye lasers, you can block then get like 2-3 dashes and be right underneath him and ready to molest him for doing things

I’ve found that almost everyone gets hit by my grab like, 98% of the time when I time it perfectly on my opponents wakeup.

especially in the corner since at the most basic level its still a 3-4 way mix up

Here are some more very impractical resets I just got done cooking up after tinkering with the infamous reset. Includes a 94% reset.
http://youtu.be/paXBBhkukE0

Actually they aren’t too Impractical, you can do a walking corpse set up. ex walking corpse cancel into ex grave rot, dash a few times and attempt a mixup on them.

If you hit a mixup you can do a nasty reset.

Basically any time you hit a walking corpse you have a 50/50 for one of these mixups.

Here’s some nice stuff from Tom Brady.

After 113. I’m having trouble connecting 11 into Trait. Any help?

Unless it’s in the corner, you must step forward before 1,1 , but, you shouldn’t worry about using 113, 112 is better because you get a 4 way mixup at the end of the string.

You should watch that video above, it explains what I’m talking about with 112.

I need to organize this thread a little better and cover some new stuff. I’ll work on that today.

I got BLOWN UP by a Killer Frost last night. What should I punish with if I block her slide attack?

Her mixup between wakeup slide or ridiculously fast overhead had me eating so many combos. Any general advice on this matchup besides what I ask above would be greatly appreciated.

Damn. I like this tech!

Still new to the game and Grundy. The reset - do the combo into meter burn, hit and then to trait. Is the trait blockable and in between the hit and the trait, can the opponent do anything or is it guaranteed?

Trait’s unblockable (you can meter burn it to ensure you can just hit it plainly as meaty while expecting the opponent to try and hit you out of it - it even grabs air opponents, or at least jugle’d opponents!)

Also, opponents cannot get out of the throw combo mid combo afaik unlike the throw combo of king from tekken :stuck_out_tongue:

gonna test and see if you can clash out of it.

You can clash the initial hit, but not any other part of the grab (considering it’s technically one grab).

Patch notes took care of that question:)

Grundy
A player can now activate a Clash (as a defender) during the 2nd and 3rd hit of Solomon Grundy’s Chain Grabs.