mains
- GGACR: Slayer
- GGREV2: Raven
- BBCF: Hakumen
- UNICLR: Enkidu
- SSVSP: Kazuki Kazama
wheareabouts
editing DNF Duel and always need more matchup experience for grappler's page
grappler strategy wip
Neutral
Grappler has trouble contending with many other neutral tools in the game, such as Launcher's projectiles and Ranger's strong midrange. They have to mitigate these matchup-to-matchup weaknesses with frequent and varied use of their powerful but situational Specials and MP Skills. Even though Grappler's armor can be incredibly useful, most characters have a midrange low that can break it, so overreliance can be easily curbed.
Approach
Mixing dashblocking and patience with fast, read-heavy options like Air SteinerGuardMidStartup9RecoveryAdvantage-35 or Seismic CrashGuardMidStartup1 [?]Recovery40 [?]Advantage-, this is a reliable but still risky approach to neutral that Grappler will rely on regularly. Skills like Charged Shoulder TackleGuardMidStartup24RecoveryAdvantage-8~+1 will go underused until entering the midrange, where the goal is to then force the opponent into making an easily reactable or punishable mistake.
Air Steiner
DNF Duel tends to keep players grounded due to its lack of an air block, but against Grappler, other characters might jump in order to try and take space with their far-reaching or safe air moves. While Grappler can't contest these reactively due to their often superior reach, he can read attempted air approaches and shut them down with Air Steiner, starting his powerful okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Seismic Crash
In any matchup where multiple projectiles are present, Seismic Crash will not be. Against characters like Vanguard, their normals are susceptible to being countered when baited. This shouldn't be too heavily relied on, since Seismic Crash loses to low attacks, but neutral can be shaped around the threat of it if it's properly enforced.
Charged Shoulder Tackle
A very appealing option on paper that's hampered by its long startup and armor that loses to lows (a trend in Grappler's moveset). It's still great when used properly, such as dashing through autopiloted pokes or projectiles, but suffers in scrambles and close range due to its speed and disadvantage on block. The uncharged version, however, does have more utility in many of Grappler's problematic matchups, as the projectile invuln is still present. Charged Shoulder Tackle is more of a defensive tool that punishes poor neutral habits, while uncharged Shoulder Tackle is a niche offensive tool for pushing through the mid-close range.
Offense
Blockstrings
Mixups
Conversion mixups listed further down