Grimlock is a Transformer, specifically an Autobot, and even more specifically a Dinobot. This means that rather than have a vehicle-themed alternate form, he turns into a robot dinosaur (in his case, a TRex). He's not the brightest guy around, but he's got tons of fighting ability. His primary weapons are an energy based sword and shield.
Grimlock’s most recent appearance is in the awesome game
Transformers: Fall of Cybertron, in which he is playable in the main campaign as well as in multiplayer, as a member of the Titan class. He’s using his design from that game in Brawl…and he’s appearing as a
1v3 boss.
STATS
Movement Speed: Slow walk, average dash
Traction: Great
First jump: Low
Second jump: Grimlock uses jets in his feet to give himself an above-average midair jump.
Air control: Taking a page from the recent Transformers games, Grimlock surprisingly has high air control
Air speed: Unfortunately, he’s slow in the air
Fall Speed: And he falls quickly too
Size: 3x Ganondorf. His sword, similarly, is about 2.5x the size of Ike's.
Weight: 1.5x Bowser
No tricks here. These stats are all relative to standard playable characters. In fact, Grimlock can be harmed normally too. He can be grabbed, dealt set knockback, given status effects, and stunned like any 1v1 moveset.
RAGE METER
Surrounding Grimlock’s HUD is a white circle that becomes red as it’s filled. Grimlock normally fills this meter by landing hits, filling 4% of the meter per hit. When it’s completely filled, Grimlock goes into standby for his final smash, which you’ve probably already figured out. While Grimlock isn’t as straight-up powerful as other 1v3 characters, his ability to use his final smash in normal gameplay surely makes up for that. On that note, if Grimlock happens to break a smash ball, he is automatically given 100% rage.
Grimlock can also fill the rage meter as a defensive technique. When he is combo’d for 3 individual attacks, every subsequent attack in that combo will give him 15% rage, and one of the perks of his final smash is that he can use it during hit-stun! It’s important that I said “attacks” and not “hits”; Fox using his DAir isn’t going to activate the effect. Grabs actually have their own 3-use counter so the enemy team can combo 3 throws together, but pummels and throws count towards the standard hit counter (lol Lucario). On the other hand, when Grimlock is KO’d he loses up to 30% of his rage meter.
SPECIALS
Neutral Special: Dinobot Fury
Grimlock spreads his arms and lets out a war cry over .7 seconds, acquiring 15% rage at the end of the animation. This is really only going to be useful on the occasion you manage to get 1 or 2 of your opponents offstage and the third is stunned in some way. Having said that, it’s actually a good thing that this move isn’t more vital to Grimlock’s game-plan, since this is the move you’re losing when your final smash is ready. This allows you to hold on to the final smash for a moment if you’re currently in an advantageous situation, or you simply want to try KOing your opponents to unleash the attack on their next stock.
Side Special: Energon Shield
Grimlock summons a phalanx-style shield of orange energy in his left hand after .4 seconds. Grimlock is free to move about and attack normally after summoning his shield. It covers most of Grimlock’s front except for his feet and his head, and has 60 HP, turning red as it takes damage. While the shield absorbs all forms of attack (including grabs!), Grimlock holds it to his side during his dash and most attack animations.
If Grimlock performs this input with his shield out, he’ll perform a shield bash! This has a hitbox on frame 1 and above average end lag, and deals 12% with set horizontal knockback as far as ½ of Battlefield. The attack also retains the regular defensive properties of the shield, allowing it to out-prioritize literally everything, even transcendent hitboxes and aerial attacks. Grimlock can still perform a shield bash during his dash, though the animation will be modified accordingly.
Up Special: Hover
Grimlock uses his jets to essentially perform his midair jump before *gasp* HOVERING for 3 seconds. While hovering he can move left or right at a moderate speed and perform aerial standard attacks during it. You can’t cancel out of the hover but considering Grimlock has a disgustingly good stall-then-fall DAir you can just use that for emergencies.
Down Special: Whirlwind
The “signature move” of the Titan class! Grimlock’s shield disappears if he has it active, as he turns slightly towards the screen and grabs his sword with both hands. After .5 seconds, his torso starts to rapidly spin for 4 seconds, dealing 13% and KOing at 100% to those struck by him. While the move can hit the same target more than once, opponents are given a .3 second grace period before they can be damaged by it again.
It would be a good time to mention now that Grimlock is free to move about during the entire move, and he in fact moves slightly faster than his normal walking speed! Grimlock also has super-armor during the last .2 seconds of the startup period as well as during the first second of the actual attack, so you can’t just casually strike him out of this. While attacking, it’s also possible to angle the attack like those in-game tilts and stuff, making it even more difficult to evade the whirling death approaching you! The move has moderate end lag, but really, if Grimlock hasn’t either hit everyone away or retreated as it’s about to end to keep himself safe, he’s a bad Autobot. If that's STILL not enough for you, Grimlock after the super-armor wears off, Grimlock can cancel the move into any attack other than his specials or grab. If that's still not enough for you, why the heck are you using this move to begin with?
STANDARDS
Jab: Omnislash
Grimlock horizontally slices with his sword at a 40 degree downwards angle. This deals 11% and KOs at 170%. While the attack does hit a good ways out from Grimlock’s body, it also can only hit that far out; only the sword itself has a hitbox, making it useless for close-range attacks. Still, the attack has below average startup lag and moderate lag, making it difficult for a ranged character to do much on the ground.
This is actually a 2-part jab, with the second part simply having Grimlock swing his sword the opposite direction for the same damage and knockback. What’s interesting about this is that you can hold backwards while inputting the second part and Grimlock’s torso will turn around as he attacks backwards! Unfortunately, the first hit cannot combo into the second, even if you perform it forwards, but do you really want a JAB to deal 18% at once?
Forward Tilt: Titan Kick
Grimlock performs a straight kick similar in appearance to Ganondorf’s FTilt. This deals 14% and purely horizontal knockback that not only KOs at 90%, but already has a base knockback of 1/3 of Battlefield. It has below average startup lag and above average end lag. Considering the sheer range of the kick, you can basically use this as a poking tool in spite of the end lag, and Grimlock’s height allows this attack to function as an anti-air!
Up Tilt: Orbital Slice
Grimlock swings his sword in a semi-circle above his head. This deals 14% and star KOs at 105% if you connect with his sword; it deals 10% and star KOs at 120% if you connect with his arm. Moderate lag on both ends, but with the amount of space you’re covering with this, do you REALLY think that will matter? The most notable downside of the move is that because it deals vertical knockback, it won’t actually increase the distance your opponent has to travel across the stage to reach you.
Down Tilt: Slash Sweep
Grimlock’s crouch is similar in appearance to Ganon’s, not that it matters since there’s no way he’d ever be capable of crouching under things. On the other hand, while crouching Grimlock is completely covered by his shield.
His DTilt is a sweep with his sword, dealing 12% and tripping anyone it hits. Grimlock holds the sword close to his body, giving it less range than you’d expect, though it’s still impressive. Moderate lag on both ends, but against shields it always pushes back the defender to the end of the sword and leaves them in a frame-neutral state. Use this attack liberally against ground-based characters, forcing them to jump if they ever want to get any closer. Then use your FTilt to launch them even further away!
Dash Attack: Clearing the Path
By default, Grimlock performs a shoulder barge across 1/5 of Battlefield, dealing 13% and KOing at 115%. Only Grimlock’s upper body has a hitbox, but his legs are invincible until the (moderate) end lag kicks in. On that note, the attack has below average startup lag.
If Grimlock has his shield active, he performs a different attack. This time he’ll quickly bring his shield to his front while skidding to a stop, completely stopping after traveling the same distance as the normal version of the move. His shield is the hitbox, dealing 12% and set horizontal knockback for ¼ of Battlefield. This has below average startup lag and no end lag, allowing Grimlock to use this move to transition from his dash to his walk. Grimlock’s legs are completely vulnerable for this variation of the move, a tradeoff for acquiring his powerful frontal defense.
SMASHES
Forward Smash: Furious Slam
Grimlock swings his sword upwards before slamming it back down into the ground. This attack has moderate startup lag with a single hit of super armor, and it deals 14% while KOing horizontally at 90% during the first phase of the attack. As he swings it back down, the sword deals 14% and KOs horizontally at 80%. Grimlock’s entire arm is a part of the hitbox of this awesome attack, and after both swings are finished it only has moderate end lag.
Up Smash: Crush
With moderate startup lag, Grimlock swipes at the air with his left hand at a 30 degree upwards angle. If he catches someone, he transitions to his grab game, and this move does in fact have a grab hitbox. It also has moderate end lag and will deactivate Grimlock’s shield if he has it active.
The attack can’t be charged, but you do get a special effect for holding the Attack Button as Grimlocks grabs. If you do so and his hand makes contact with a drop-through platform, Grimlock take holds of the platform before quickly pulling his arm downwards, causing the platform to break apart into lots of intangible pieces. The platform will reappear after 15 seconds. Note that if you attempt this variation of the move, he will prioritize platforms over other characters, though he does have super armor and anti-grab armor as he breaks the platform. By using this attack, you can eliminate ways for your enemies to get around your shield and swarm you, and it also allows him to use his ridiculous throws against airborne opponents.
Down Smash: Boost Dash
Use the boost to get through! Grimlock gets into a sprint-ready position before boosting forwards (or backwards if you hold the opposite way!) using his jets. He quickly covers ¼ of Battlefield with no charge, and with a full charge he travels far enough to cover most of Final Destination! The dash itself has no hitbox except for right as it begins, creating a tremor slightly wider than Grimlock himself that deals 11% and trips anyone caught within it on the ground. The main thing the move grants is a quick (though crude and imprecise) movement option. The attack won’t stop at the edge of platforms, so be careful about charging it up too much.
Grimlock can perform his FTilt, Side Special, and Down Special during the dash, retaining its momentum as he does so. FTilt will come out if you press the attack button at all (even working in midair!), whereas Side Special will occur with any non-down special move input. Grimlock has 1 hit of super armor during the move’s moderate startup time, and while it has no end lag, you’d be crazy to spam it when you have limited options during it. Yes, Grimlock does hold his shield at his side during the move so you can’t just push enemies off the stage with it, and if you perform a shield bash during the dash it has a modified animation to reflect this (though with the same properties).
AERIALS
Neutral Aerial: Sex Sword
I think that may qualify as the most innuendo-filled move name of all time. Grimlock stabs his sword at a 30 degree downwards angle and holds it in place for a moment, acting as a sex-kick attack. It deals 13% and KOs at 95% on the initial hit, then deals 10% and KOs at 150% for the lingering hit. Below average startup lag, moderate end lag.
Forward Aerial: Smashing Slice
Grimlock cleaves his sword downwards, covering a semi-circle in front of himself. It deals 13% with slightly-downwards knockback that KOs horizontally at 100%. However, if he hit a foe at the exact moment his sword his pointed straight ahead, it deals a spike! With this and his NAir, it’s not advised to be right in front of Grimlock when he’s in the air. Moderate lag on both ends, but it can be auto-canceled if Grimlock lands when the swing reaches the bottom half of its arc.
Back Aerial: Thruster Kick
Grimlocks kicks backwards with one foot and ignites the thrusters on it. His leg deals 11% and KOs at 120%, while the fire of the thrusters deals 15% and KOs at 85%. This has below average startup lag and above average end lag, but Grimlock keeps his shield held to his front during the move. There's not much to say about this attack, it lets Grimlock deal with anyone who manages to get behind him while maintaining his frontal defenses, quite the useful attack in a bind.
Up Aerial: Emergency Boost
Grimlock ignites not only his feet thrusters, but a pair of thrusters on his back as well, completely halting his aerial momentum for .4 seconds. This has below average startup lag and above average end lag, though the end lag can be canceled into any other aerial attack. Making contact with any of Grimlock’s jets during the attack deals 12% and spiking knockback, and Grimlock can slowly move left and right during it to mess you up; it deals a lot of shield stun and shield damage if he manages to catch you in it. Yes, this UAir is hitting below Grimlock. Considering his size, enemies aren’t going to be above him too often (if ever) when he’s in the air, so this gives him a way to attack downwards without having to spam his stall-then-fall DAir. The momentum-cancelling nature of the move also provides Grimlock with some extra survivability.
Down Aerial: Slam
Here’s that awesome move I mentioned back in his Up Special. Grimlock curls up and punches downwards with his left hand with enough force that it causes him to plummet to the earth at the same speed as Bowser Bomb. Like with Whirlwind, his shield is deactivated upon starting the move. Anyone who collides with Grimlock as he falls takes 16% and spiking knockback, but luckily for them they’re actually given immunity to the next hitbox that shows up. Upon hitting the ground, a mighty explosion of raw energy occurs around Grimlock, dealing 22% and star KOing at 60%! For the record, the explosion is .4x the size of a smart bomb’s.
If there is a silver lining for Grimlock’s opponents, it’s that he has above average startup lag as he quite literally stalls before falling, and the attack also has above average end lag as Grimlock recovers from the power of his own strike. Then again, it deals so much shield-stun that Grimlock still recovers in time to defend against most counter attacks…
THROWS
Grab
By default, Grimlock’s grab is a simple one-handed swipe with his left hand, holding the enemy in the air like in the image. It has moderate speed and good range thanks to his size. However, if Grimlock has his shield in-play, his grab changes to a short-ranged stomp. This has the same speed as his normal throw but it even works on prone characters. Landing his normal grab leads to his standard throw-game, but landing the stomp grab has Grimlock pin the enemy under his foot, dealing 12% while being 5x harder to escape than a normal grab. Grimlock is free to perform his jab, tilts, and side-special (will occur with any direction + special move button) during this time, though he is forced to remain stationary.
Pummel: Grimlock headbutts his enemy, dealing 6% at a moderate speed.
Forward Throw: Rag Toss
Now would be a good time to say that Grimlock has super-armor and anti-grab armor while performing a throw. Grimlock’s FThrow is a rather basic hurling of his enemy forwards, dealing 14% and KOing at 90%. What’s notable about the throw is that it has a base knockback of ¼ of Battlefield, making it a great way to get an annoying enemy out of your face.
Back Throw: Titanic Slam
Grimlock jumps into the air with his foe before turning around and slamming them into the ground, dealing 16% and mostly vertical knockback that KOs at 80%. Besides the throw itself being quite good, he pitfalls anyone else he lands on. Still think Dedede’s BThrow is broken?
Up Throw: Execute
Grimlock lifts his enemy above his head and impales them with his sword, dealing 20%, before tossing them to the ground for an untechable knockdown. What makes this throw especially scary is that if his sword happens to strike any other enemies, it deals 20% to them as well along with vertical knockback that KOs at 65%.
Down Throw: Lockdown
Grimlock throws his foe to the ground for 12% before stomping down on them, pinning them down in the same way as when he performs his with-shield grab. This allows Grimlock to utilize this ability even when he doesn’t have his shield active, and since he can perform his side-special in this stance he can use this chance to acquire it! Note that the defensive bonuses he gets during throws go away once he has pinned his opponent.
FINAL SMASH - TRANSFORM
Awww yeah, the moment you’ve been waiting for. After inputting the move, Grimlock stabs his sword into the ground and deactivates his shield as his body starts to undergo some rather painful-looking changes. After about 5 seconds of transforming (he's invincible the entire time), he comes out looking like this:
Once in Dino Form, Grimlock has the same basic stats, except for having an above average dash and being thrice the size of Bowser with a longer tail to boot. More importantly, Grimlock now has permanent super-armor, anti-grab armor, and complete immunity to status effects. He also gets a new mini-moveset, naturally. The transformation lasts for 12 seconds, use it wisely!
Dino Special: Flamethrower
Bowser’s neutral special but with twice the range, no diminishing effect, and Grimlock can walk around during it.
Dino Jab: Head Smash
Grimlock recreates Yoshi’s FSmash, dealing 14% and KOing at 90%.
Dino Tilt: Tail Smash
Grimlock whips his tail overheads, making this a good anti-air attack. By good I course mean it makes enemies afraid to jump. It deals 16% and KOs at 80%. Below average startup lag, moderate end lag.
Dino Dash Attack: Rampaging Smash
Grimlock roars as his dash animation becomes more enraged in appearance, dealing 15% and tripping anyone caught near his feet. This also resets any terraforming effects he travels over. There’s no startup time to the rampage, but it lasts for a full second and it doesn’t cancel if Grimlock dashes off the side of the stage, so this actually requires some slight planning to make use of it.
Dino Smash
Grimlock performs a hip-check, moving him forwards slightly while dealing 20% and KOing at 60%. This has moderate lag on both ends, but it deals a ton of shield damage, and will still some shield damage even if power-shielded.
Dino Aerial: Stomp Smash
Grimlock stomps downwards with both feet, dealing 25% and a spike twice as powerful as Ganondorf’s. If he touches the ground during the attack, it creates a DK down-special effect across the entire platform he’s on, dealing 12% and star KOing at 100%. Moderate startup lag, below average end lag.
Dino Grab: Eat, then Smash
Grimlock reaches towards the ground and bites, catching multiple enemies if possible in his jaws. This grab is 3x as strong as a normal one. Grimlock’s pummel is chewing for 5% at a moderate rate, then his throws are...well, take Yoshi's throws, make them actually threatening looking, and they all deal 13% and KO at 80%. Grimlock is the T-Rex Smash Bros deserves!
PLAYSTYLE
The main thing that separates Grimlock from the other 1v3 sets out there is the fact that he actually has to try in order to win
. In all seriousness though, Grimlock can be a bit tricky to play at first since he’s a melee-oriented boss without automatic defenses against the shenanigans a team can do. While his anti-combo rage will deter infinites, he’ still taking around 30% whenever the team lands a solid hit, and since he’s in mid-close range he will be in danger of being hit quite often. Grimlock’s long-term goal is simply to get to 100% rage so he can annihilate the enemy team in Dino Form, but it’s getting to that point where the meat of gameplay lies.
Summoning your shield should be your first priority whenever you have a free moment. Nearly impenetrable frontal defenses will help to stop a lot of the pressure a 3-man team can deliver, and it allows you to safely approach them too. One sneaky way to make room for this is a backwards DSmash, though you’ll have to ensure you don’t fly right off the stage during the process. Alternatively, you can simply try to land a few hits to ward your enemies away, or jump backwards while calling forth your shield. Once your shield is play, things become a lot smoother for you as you essentially have super-armor for the next 60% you take from the front, and while enemies can always try to get past you, you have your USmash to shut-down overhead platform routes while using your UAir to stop enemies passing beneath you when you jump.
The key to maintaining offensive momentum is, ironically, to hold your ground and shut-down enemy attempts to close-in. All of Grimlock’s tilts, his jab, and his NAir and FAir are safe at their max range, so if your opponents are at mid-range you should always be throwing some type of hitbox in their way. When they’re about to enter close range, stick to DTilt, shield bashes, and grabs/throws to reset the situation. Assuming you’re doing your job properly, you should be building up rage at a steady, if a bit slow, pace.
Against teams that are heavily keepaway-focused, Grimlock’s initial gameplan is a bit trickier, because the constant barrage of projectiles and summons will make it difficult to summon a shield. Stick to high ground whenever possible and look for openings to DSmash across the stage, summon your shield, and/or initiate a Whirlwind to plow through the enemy. “Divide and conquer” is the key here.
Once your rage is about to fill up, you’re final major decision is whether to use it immediately or to try and finish off your opponents’ current stocks then quickly take ‘em out again with the final smash. Grimlock has a naturally easy time finishing off targets thanks to low KO thresholds and stuff like Fair for respectable edge-guarding prowess. When you do transform, there’s no real strategy to scoring KOs with it; it’s a goddamn final smash after all. Heck, you might even try to save on to it in case you find yourself under heavy pressure from the enemy team, then use it to completely reverse the situation!
Capture the Flag
Even for a boss character, Grimlock is godlike in CTF matches simply because of the set-up period, allowing him to spam Dinobot Fury to have 100% rage before the fight even begins. Then it’s a simple matter of leading the offensive charge, transforming at the first sign of trouble, and laughing as he casually strolls in to the enemy base and takes the flag. The primary thing keeping him in check is the fact that CTF matches have team-attack enabled, so he runs the risk of KOing his team just as easily. Of course, this is a 3v1 character we’re talking about, if any stragglers on the enemy team try to grab his flag, he can pick them off without too much hassle. Even when his final smash runs out, there are 4-10 enemies for him to fight and quickly replenish his rage.
MATCHUPS
Vs Meta Knight, Yoshi, Jigglypuff: Even
This is when Grimlock wishes his anti-infinite mechanic counted individual hits rather than whole moves; Mach Tornado and Yoshi DAir inflict disgusting amounts of damage without triggering rage while setting up a Rest from Jiggs. On the bright side, 2/3 of these characters must be in close-range to do anything (with Yoshi’s projectile being largely ineffective at long range), giving Grimlock more breathing room when it comes to acquiring his shield and keeping them at bay. This is further compounded by the light weight of the melee characters. It’s entirely possible that Jigglypuff might lose 2 of her stocks before Grimlock ever transforms. Still, when the enemy team does close-in successfully, Grimlock is in a lot of trouble thanks to MK’s speed and the sheer damage potential this team has. The fight largely depends on how much damage Grimlock manages to do before he’s cornered, with him standing a fair of chance of victory if he can take off a stock from each enemy before being forced to use his transformation just to bail out of a bad situation.
*At least 1 more matchup is on its way!*
EXTRAS
Side Taunt: Grimlock clenches his left hand while growling.
Up Taunt: Grimlock claps sarcastically. This can be canceled into his USmash for ultimate platform-wrecking power!
Down Taunt: Grimlock makes a chuckling motion while saying “Me think you bad at this.”
Win vs Shotzo: Grimlock picks ups Shotzo and examines it, saying “So, what your robot form look like?”
Lose 1v1 vs Ashens: Ashens’s couch is seen in typical review-style as he holds a Grimlock action figure. Ashens yells, “So, you want to see a real flamethrower?” as he torches Grimlock.
-INCOMING CODEC PRESS SELECT-
Snake: This robot is enormous. Is this a new type of Metal Gear?
Otacon: It’s not a Metal Gear, but it is quite powerful. This is none other than the legendary Grimlock of the Autobots!
Snake: Huh, I would never have guessed he was an Autobot with the raw anger he’s exuding.
Otacon: He may be one of the good guys, but experiments on him have altered his mind and left him in an almost primal state. That’s probably why he’s attacking you right now.
Snake: Well then it’s a good thing I have backup. Say, these Autobot things can transform into vehicles, right? What does this guy change into, a tank?
Otacon: …Let’s just say that you’ll be reminded of Shadow Moses Island when you see it…
-END TRANSMISSION-
ver 1.01: Buffed Dino form to have a reliable anti-air option, tweaked rage meter gain, buffed the descriptions of several moves.
ver 1.02: Gave Whirldwind the ability to cancel into standard attacks, and gave DSmash a damaging hitbox, giving these moves more versatility. Also clarified the controls for Grimlock's DThrow/Alternate grab.
ver 1.03: General damage/knockback buff for many of Grimlock's regular form attacks, general speed buff to dino form's attacks