GBVSR/Grimnir/Strategy

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Revision as of 06:26, 9 January 2024 by RikirDL (talk | contribs) (→‎Okizeme)
Grimnir


General Tactics

Grimnir is a character who can play a standard fireball/footsie game with the goal of finding space or a combo opportunity to setup his Wind Crests. When Wind Crest is available it greatly increases his reward on hits or expands his neutral options.

Neutral

General Approaches to Neutral

Fighting Common Approaches

Fighting Common Approaches
  • Vs Dashes:

Grimnir has great standing pokes to stuff dash in attempts. f.M and f.H both cover the horizontal range in front of him and are your primary neutral pokes. 236X fireballs are good for stuffing dash ins as well from a distance. Keep in mind that most of these options lose to rolling or jumping.

  • Vs Jumps:

Unfortunately Grimnir tends to have trouble with dealing with jump ins. 2H covers an extreme vertical distance above him which is mostly good for stopping jump outs of the corner or characters who have high aerial movement (Metera, Lancelot, Grimnir). Characters who can space their jump ins so that they only hit with the tip of their air normals can easily make this button whiff while still hitting their jump in. 623U is your best option for characters who are trying to take advantage of the dead zone in front of 2H. The meterless versions of 623M/H cover the same angle but have no invincibility and are prone to clash/lose interactions. When possible, sometimes taking an air-to-air approach is better as j.M functions as an excellent button for air footsies.

For mid-range jumps you can use 236X~8X to catch them and force them back full screen. It is usually not recommended to attempt to use this to anti-air up-close jumpers as the fireball will whiff as it rises.

  • Vs Cross-Overs:

Grimnir's better neutral options tend to lose to cross overs but he has a few ways to keep these in check. 2U is a hard call out option for opponents trying to cross-over as it will cover the entire duration of the cross-over. His other low options (and 2M) are less effective at stopping cross-over due to short range and are only good at catching the tail-end of a cross-over.

For opponents attempting to cross-over your fireballs you can always set 236X-4X in front of you when throwing out a fireball. This will result in your opponent finishing their cross-over right on top of a fireball and being punished.


Fighting Better Pokes

Fighting Characters with Better Pokes
Grimnir tends to struggle against characters with strong 7f or 8f medium pokes as his f.M is slower and his 2M has poor reach. Your best option for dealing with these is try to walk back and make their button whiff before whiff punishing with your own f.M or use the first hit of 5H to counter poke. If a Wind Crest is nearby, you can attempt to high profile a poke by jumping into the air to make it whiff and using an aerial Gale Dash to punish the whiff.

Being Forced to Approach

Being Forced to Approach
Grimnir has a slower dash speed and a floatier jump compared to most characters which makes head-on approaches difficult. To circumvent this he has to set up Wind Crests to make up for his slower movement. 22H can instantly put up 4 crests onto the screen to give you immediate access to Gale Dashes. You can use these to suddenly dash in on your opponent on the ground or to try to fly over their heads and come down with a button. Manually setting Wind Crests with 22L/M can let you tailor your Gale Dashes to your needs. Keep in mind that the most recent Wind Crest set will force 5U to track towards it. So if you find you are being zoned out you can use 22[L] to set a Wind Crest close to your opponent and use 5U to jump towards it when you feel there is an opening in your opponent's zoning.

Offense

Grimnir's upclose offense relies heavily upon his fireball being available as this is his easiest source of + frames that can extend his pressure. When cancelling his far buttons into fireball you can keep yourself + on block which will let you continue to frame trap your opponent.

The basic RPS will work like this:

  • Far Button > 236X = Plus on Block Fireball.

Can always be jumped out of but not mashed on. Opponent can also cross-over or spot dodge to leave themselves at better frame advantage than you.

  • Far Button > 236X-4X = Punishes Cross-over or Spotdodge

Option for punishing opponents looking to spot dodge or cross-over. You will have to predictably stop your fireball wherever you think your opponent will be. Loses heavily to jump outs. Potentially creates an even more advantageous situation if your opponent only chooses to block as the fireball can now completely cover your next approach option.

  • Far Button > 214X/Gale Dash = Punishes jump attempts.

Disadvantageous if they choose to block. If a wind crest is nearby then Gale Dash offers high reward with less overall risk.

  • Far Button > Nothing/Block

Will not create any advantageous position for you but is safe and lets you check what your opponent is attempting to do. Also lets you block reversal attempts as the other options leave a gap that can be revesaled through.

Blockstrings

  • c.L c.L 5H > 236L

Extremely easy string that can frame traps at all points and also combos into itself on hit for high reward. You want to start this string after dashing in on your opponent or on meaty. When your opponent starts respecting this string you can try to throw them after any of the c.L hits. Cancelling into fireball after 5H will leave you at +2/+3 on block.

  • 2L 2L 5L

Basic low starter hit confirm + frame trap option. Ends in +1 which can let you press 5M after and frame trap anything slower than 8f or late mashes. Cancelling into 236L will frame trap but not leave you - on block from this range. Use 236H to extend your pressure from a cancel instead.

  • c.XXX > 236H

Grimnir does not have too many options available to him after an auto combo string. His cancel options are too unsafe on block from point blank (236L is -7 up close, 214L is -4 and leaves him in throw range). His best choice is to cancel into 236H which will frame trap any mash attempts and also leave him +3 on block and also +7 on hit.

  • 5M > 236L/214L

Practice being able to hitconfirm 5M into 214L on hit and 236L on block. If cancelled into 236L on block you will be left at +2/+3 if you are poking from max range distance of 5M, but up close you will still generally be safe. Keep in mind that your opponent is able to jump out before the fireball reaches them which means you will have to alternate between not cancelling 5M on block or hard calling them out with 214L to punish their jump startup.

  • 5H (both hits) > 236L/214L

Same as above as if you connect with the first hit of 5H then you will end up in a similar range as 5M.

  • 5H (second hit) > 236M

If you whiff the second hit and only connect with the tip of 5H then you can only cancel into 236M for the fireball to reach. Leaves you at up to +10 but with a significant gap where your opponent can jump out.

Okizeme

WIP: Posting tech here and will organize at later date:


Tornado Oki setups:

High/Low Mixups:

Fuzzy Setups:

Fighting Grimnir

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