Name v.5.0
Iowa's Finest.
The input: You want to dial in your string and Stampede, then when you see the animation start, tap FF or BB, whichever you're most comfortable with. In your mind there should be a slight pause between inputting BF3, BB/FF. You can't just dial the whole thing in. It takes practice! B2~SC is the easiest because you can use the Back from B2 for the BF3 input which looks like this: B2,F3, (slight pause, wait for the animation to start), FF/BB, then immediately input your next normal or string. Good luck!
112~SC = +5 - 112 starts high and has a pronounced gap. Easily down poked and back dashed out of. Still good plus frames but probably not the best to use. Gives you free shot at D2, D1, 22, throw and many times B2.
B2~SC = +1 - Easily the most useful since B2 is life for Grodd players. Good range, easyish input, 12 frame start up, and you were already going to use it anyway. Gives you free shot at D2, D1, throw.
22~SC = 0 - You're probably going to use this one as 22 is Grodd's best string, even though it has a gap. It leaves you neutral but that's better than the -8 that you normally get from 22. Grants you a basically free D1 check or a throw...You gotta be fast and precise though.
F2~SC = NEGATIVE - Normally F2 leaves you at +2 which is ok. This was so negative that I stopped testing after it was beat out by a 13 frame mid. Not worth using.
S3~SC = NEGATIVE - This move like F2 is plus by itself(+1). Tried testing cancelling after each hit in the normal but was getting beat out by 8-10 frame reversals. It's the only one I'm not totally sure I was the most crispy at cancelling so feel free to test yourself. I dont honestly think it's plus, or worth using for cancels anyway.
B1~SC = NEGATIVE - Would have been great to have a low starter that when cancelled granted plus frames but it doesnt. Stopped testing after beat by 13 frame reversal. Not worth it.
D2 and D1~SC = GAP - These 2 dont cancel like the rest and I'm not sure why. A gap is created during the cancel that allows you to easily jab Grodd right after D1/D2. Not worth using....Or maybe they're just super negative. I dont know.
112~SC = +5 - 112 starts high and has a pronounced gap. Easily down poked and back dashed out of. Still good plus frames but probably not the best to use. Gives you free shot at D2, D1, 22, throw and many times B2.
B2~SC = +1 - Easily the most useful since B2 is life for Grodd players. Good range, easyish input, 12 frame start up, and you were already going to use it anyway. Gives you free shot at D2, D1, throw.
22~SC = 0 - You're probably going to use this one as 22 is Grodd's best string, even though it has a gap. It leaves you neutral but that's better than the -8 that you normally get from 22. Grants you a basically free D1 check or a throw...You gotta be fast and precise though.
F2~SC = NEGATIVE - Normally F2 leaves you at +2 which is ok. This was so negative that I stopped testing after it was beat out by a 13 frame mid. Not worth using.
S3~SC = NEGATIVE - This move like F2 is plus by itself(+1). Tried testing cancelling after each hit in the normal but was getting beat out by 8-10 frame reversals. It's the only one I'm not totally sure I was the most crispy at cancelling so feel free to test yourself. I dont honestly think it's plus, or worth using for cancels anyway.
B1~SC = NEGATIVE - Would have been great to have a low starter that when cancelled granted plus frames but it doesnt. Stopped testing after beat by 13 frame reversal. Not worth it.
D2 and D1~SC = GAP - These 2 dont cancel like the rest and I'm not sure why. A gap is created during the cancel that allows you to easily jab Grodd right after D1/D2. Not worth using....Or maybe they're just super negative. I dont know.
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