Hey guys! Back again, this time I made a video just for fun. My friend did the editing for me. Here is my Grundy Swag combos. Focusing more on flashiness then actual damage. I think it’s a nice change of pace from your everyday combo video. Please let me know what you think, and don’t forget to comment, rate, or subscribe to my channel. I hope you all enjoy and thank you for watching!
http://youtu.be/b4ZJ1asC-LE
Here is a weird hitbox issue I found using Grundy’s AA Grab against Shazam’s B2,3 string. The String cause’s Shazam to become airborne, but will sometimes interrupt the AA Grab even if it hits. Might need to do some more testing with other AA grabs. Here is the video I recorded showing it.
http://youtu.be/L7Ntrvwq2Y0
In this game, even if you’re in a throw animation, your hurtbox doesn’t disappear (this is the only game that does this). My guess is that even though the throw goes off, Shazam’s hitbox is still inside you at the same time he gets grabbed, so some weird trade happens.
Anyone have any tips vs Hawkgirl? I played a set online and it honestly feels like a 9-1 matchup, especially if she can float in a stream of interactables like in Watchtower and Hall of Justice rooftops. I can hit her with down 2 or cleaver spin if she’s low enough, but of course that puts me right in range of her much higher priority dive kick. Oki also seems really hard since she can fly pretty fast. Combine that with horizontal diving attacks that you can’t grab her out of, even if you use armor, I’m pretty stumped.
you try to wait out her fly and try to get close and do as much damage as possible before her fly comes back, and when it comes to diving attacks, just do a meter burn back 3, other than that, you just kind of pray cry and hope that she stops doing things so you can get close and hurt her
Here is some WC and WCC pocket corner tech.
http://youtu.be/RLUHXl-yoXk
http://youtu.be/A4WQLtFhum0
http://youtu.be/mvU7SnhYbX8
Here’s some more of my WC/WCC corner tech I’ve been working on lately. Since the 1.04 patch, humans can now wake up on the first frame, allowing for this tech to hit much more consistently then before. It is now able to be done in every single corner of every single stage and transition.
In this video, I use the tech to add recovery frames to Scorpion’s Bloody Spear.
Here’s the same tech, only this time I use it to take away the homing properties of Scorpion’s Hell Fire.
101% Corner combo without starting the combo off with a double grave rot.
Another collab from my good friend xStealthman and I. These are some of the highest damaging corner combos and resets known to date.