PND OmegaK
Drunk and Orderly
These are all completely my opinion, I'll happily go into detail as to why I think these numbers are the way they are. A lot of them are subject to change and I also have limited matchup experience on certain characters, the game is still young so take everything with a grain of salt. I am also not the best Grodd player, but I decided to create this chart to promote more matchup discussion in these forums since there is very little atm.
I don't believe Grodd gets zoned out, the threat of leap and MB stampede cancels are enough for him to approach/activate projectile immunity in a lot of matchups. The problem with Grodd is that he relies heavily on a strong neutral game against a cast that excels at this moreso than he does. Stage choice is also a big game changer, it's crucial for him to have a background bounce to take advantage of his incredible d1 and get big resourceless damage where he would otherwise need meter or trait. I'd just like to clear a few things up before the numbers:
-He does not have an overhead/low 50/50, f3 is very easy to react to and this early gimmick is quickly dying out.
-All stampede cancels need to be taken into consideration when discussing MUs as we are assuming these are being played at the highest level.
-Yes he has gaps in his 11*2 and 2*2 strings, but there is counter play to this on a read, it sucks bad but there are some options
-Every character can anti air leap j2, it doesn't need to be mentioned, however the threat of leap is very important a lot of the time.
-These numbers are assuming Grodd is on his home turf of Gorilla City
Aquaman 4-6 (Possibly 3-7)
Atrocitus 3-7
Bane 4-6
Batman 4-6
Black Adam 4-6
Black Canary 6-4
Blue Beetle 5-5
Braniac 5-5
Captain Cold 6-4
Catwoman 4-6
Cheetah 4-6
Cyborg 6-4
Darkseid 5-5
Deadshot 4-6 (Possibly 3-7)
Dr Fate 5-5
Firestorm 5-5
Flash 4-6
Green Arrow 4-6
Green Lantern 4-6
Harley Quinn 4-6
Joker 4-6
Ivy 5-5
Red Hood 4-6
Robin 5-5
Scarecrow 4-6
Supergirl 4-6
Superman 4-6
Swamp Thing 5-5
Wonder Woman 3-7 (Possibly 4-6)
Losing: 18
Even: 8
Winning: 3
Grodd isn't the greatest right now. He hits like a truck and has some really interesting mind games, but ultimately falls short due to having to take big risks for his rewards. He struggles against most of top tier right now which means hes essentially a niche pick as far as tournaments go.
Some potential changes I wouldn't mind seeing:
-His MB throw gear move becoming standard, just to emphasise his solid throw baiting game.
-The gap in 112 being removed or shortened so that only 6 frame moves can interrupt.
-MB stampede not hitting like fairy dust. I mean, this has got to be a bug right?
A lot of people are wanting projectile immunity as a base part of his trait, I agree it could possibly use some changes but I'm not sure if this is currently the way to go.
I'm going to regret making this thread in about an hour but w/e.
I don't believe Grodd gets zoned out, the threat of leap and MB stampede cancels are enough for him to approach/activate projectile immunity in a lot of matchups. The problem with Grodd is that he relies heavily on a strong neutral game against a cast that excels at this moreso than he does. Stage choice is also a big game changer, it's crucial for him to have a background bounce to take advantage of his incredible d1 and get big resourceless damage where he would otherwise need meter or trait. I'd just like to clear a few things up before the numbers:
-He does not have an overhead/low 50/50, f3 is very easy to react to and this early gimmick is quickly dying out.
-All stampede cancels need to be taken into consideration when discussing MUs as we are assuming these are being played at the highest level.
-Yes he has gaps in his 11*2 and 2*2 strings, but there is counter play to this on a read, it sucks bad but there are some options
-Every character can anti air leap j2, it doesn't need to be mentioned, however the threat of leap is very important a lot of the time.
-These numbers are assuming Grodd is on his home turf of Gorilla City
Aquaman 4-6 (Possibly 3-7)
Atrocitus 3-7
Bane 4-6
Batman 4-6
Black Adam 4-6
Black Canary 6-4
Blue Beetle 5-5
Braniac 5-5
Captain Cold 6-4
Catwoman 4-6
Cheetah 4-6
Cyborg 6-4
Darkseid 5-5
Deadshot 4-6 (Possibly 3-7)
Dr Fate 5-5
Firestorm 5-5
Flash 4-6
Green Arrow 4-6
Green Lantern 4-6
Harley Quinn 4-6
Joker 4-6
Ivy 5-5
Red Hood 4-6
Robin 5-5
Scarecrow 4-6
Supergirl 4-6
Superman 4-6
Swamp Thing 5-5
Wonder Woman 3-7 (Possibly 4-6)
Losing: 18
Even: 8
Winning: 3
Grodd isn't the greatest right now. He hits like a truck and has some really interesting mind games, but ultimately falls short due to having to take big risks for his rewards. He struggles against most of top tier right now which means hes essentially a niche pick as far as tournaments go.
Some potential changes I wouldn't mind seeing:
-His MB throw gear move becoming standard, just to emphasise his solid throw baiting game.
-The gap in 112 being removed or shortened so that only 6 frame moves can interrupt.
-MB stampede not hitting like fairy dust. I mean, this has got to be a bug right?
A lot of people are wanting projectile immunity as a base part of his trait, I agree it could possibly use some changes but I'm not sure if this is currently the way to go.
I'm going to regret making this thread in about an hour but w/e.