[Injustice 2] Gorilla Grodd Character Guide – Movelist, Combos, Gear and Strategy

This page contains a character guide for Gorilla Grodd in Injustice 2. Here you’ll find movelists, combos, juggles, strategy guides and recommended gear for the villain character. For more Injustice 2 content, head over to our Injustice 2 top page.

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Gorilla Grodd Character Guide

Character Profile

“Give into Grodd.” –  Gorilla Grodd

Years ago, a collection of gorillas were exposed to radiation emitting from a fallen radioactive meteorite. Consequently, they gained super-intelligence and psychic powers. Using their newfound intellect, the gorillas established a technologically advanced utopia hidden in Africa and decided to reside in it, dubbing it Gorilla City. Gorilla City was initially led by the wise and just King Solovar, but the insane super-simian known as Grodd sought to conquer Gorilla City and eliminate humanity to ensure the superiority of apes worldwide. Luckily, The Flash was contacted by Solovar and defeated Grodd. In the following years, Gorilla Grodd’s battles with the Flash and attempts to conquer or destroy humankind have been numerous, but to no avail. Grodd has also been a member of the Legion of Doom and the Injustice League.

Base Stats

Level Strength Ability Defense HP
1

Movelist

Basic Moves

Kunckle Swipe

Input
Move Data Type: High/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 10/ Active: 3/ Recover: 17/Block Adv: -3/Hit Adv: 19/Cancel: 22
Effects
Notes Move affected by STRENGTH stat

Low Bash

Input ←+□
Move Data Type: Low/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 20/ Active: 3/ Recover: 36/Block Adv: -12/Hit Adv: 2/Cancel: 33
Effects
Notes Move affected by STRENGTH stat

Straight Paw

Input ↓+□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 6/ Active: 2/ Recover: 16/Block Adv: -3/Hit Adv: 12/Cancel: 15
Effects
Notes Move affected by STRENGTH stat

Skull Crush

Input
Move Data Type: Mid/ Damage: 3.00 /Block Damage: 0.230
Frame Data Start-Up: 10/ Active: 3/ Recover: 35/Block Adv: -21/Hit Adv: 11/Cancel: 19
Effects
Notes Move affected by STRENGTH stat

Straight Kick

Input ←+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 12/ Active: 2/ Recover: 27/Block Adv: -2/Hit Adv: 24/Cancel: 20
Effects
Notes Move affected by STRENGTH stat

Primate Slam

Input →+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 15/ Active: 3/ Recover: 22/Block Adv: 2/Hit Adv: 36/Cancel: 25
Effects
Notes Move affected by STRENGTH stat

King Strike

Input ↓+△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 8/ Active: 6/ Recover: 22/Block Adv: -11/Hit Adv: 59/Cancel: 18
Effects
Notes Move affected by STRENGTH stat

Fist Flurry

Input x
Move Data Type: Mid/ Damage: 9.41 /Block Damage: 0.750
Frame Data Start-Up: 17/ Active: 30/ Recover: 17/Block Adv: 1/Hit Adv: 18/Cancel: 65
Effects
Notes Move affected by STRENGTH stat

Heavy Handed

Input ←+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 28/ Active: 3/ Recover: 30/Block Adv: 4/Hit Adv: 70/Cancel: N/A
Effects Used to trigger Arena Transitions

Meter Burn R2 (must press R2 at any time during Heavy Handed)

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Gorilla Fist

Input →+x
Move Data Type: Overhead/ Damage: 11.00 /Block Damage: 1.370
Frame Data Start-Up: 28/ Active: 3/ Recover: 34/Block Adv: 0/Hit Adv: 62/Cancel: N/A
Effects Meter Burn R2

Delay Hold x

Cancel →→ or  ←←

Notes Move affected by STRENGTH stat

Secret Sweep

Input lower right +x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 11/ Active: 5/ Recover: 38/Block Adv: -26/Hit Adv: 15/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Carnivore Sweep

Input ↓+x
Move Data Type: Low/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 12/ Active: 2/ Recover: 28/Block Adv: -11/Hit Adv: 27/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Jumping Attacks

Fatal Strike

Input ↑+□
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 6/ Active: 9/ Recover: 34/Block Adv: -20/Hit Adv: -2/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Savage Kick

Input ↑+x
Move Data Type: Mid/ Damage: 11.00 /Block Damage: 0.820
Frame Data Start-Up: 11/ Active: 7/ Recover: 34/Block Adv: -11/Hit Adv: 35/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Brutal Punch

Input ↑+△
Move Data Type: Mid/ Damage: 7.00 /Block Damage: 0.530
Frame Data Start-Up: 7/ Active: 7/ Recover: 34/Block Adv: -16/Hit Adv: 8/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Throws

Back Throw

Input L1 or □ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 4/Cancel: 86
Effects
Notes Move affected by STRENGTH stat

Forward Throw

Input L1+→ or→+□ +x
Move Data Type: Throw/ Damage: 11.00 /Block Damage: N/A
Frame Data Start-Up: 10/ Active: 2/ Recover: 34/Block Adv: N/A/Hit Adv: 4/Cancel: 86
Effects
Notes Move affected by STRENGTH stat

Bounce Cancels

Heavy Handed

Input ←←R2 or ↓←R2
Move Data Type: Mid/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 28 Active: 3/ Recover: 30/Block Adv: 4/Hit Adv: 70/Cancel: N/A
Effects Meter Burn R2 (Must have 2 bars of super meter to perform Bounce Cancel)

Used to trigger Arena transitions

Notes Move affected by STRENGTH stat

Gorilla Fist

Input →→R2 or ↓→R2
Move Data Type: Overhead/ Damage: 16.50 /Block Damage: 2.060
Frame Data Start-Up: 28/ Active: 3/ Recover: 34/Block Adv: 0/Hit Adv: 62/Cancel: N/A
Effects Must have 2 bars of super meter to perform Bounce Cancel
Notes Move affected by STRENGTH stat

Quick Escape

Away Air Escape

Input ←+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Away Air Escape
Notes

Roll Escape

Input →→R2
Move Data N/A
Frame Data Start-Up: 3/ Active: N/A/ Recover: 8/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Must have 1 bar of Super Meter to perform Roll Escape
Notes

Up Air Escape

Input ↑+R2
Move Data N/A
Frame Data N/A
Effects Must have 2 bars of Super Meter to perform Up Air Escape
Notes

Special Moves

Primal Lunge

Input ↓→□
Move Data N/A

(Air) Fatal Strike Type: Mid/ Damage: 5.00/Block Damage: 0.380

(Air) Brutal Punch Type: Mid/ Damage: 7.00/Block Damage: 0.530

(Air) Savage Kick Type: Mid/ Damage: 11.00/Block Damage: 0.820

(Air) Head Bash Type: N/A/ Damage: 10.00/Block Damage: N/A

(Meter Burn Version) N/A

Frame Data Start-Up: 1/ Active: N/A/ Recover: 61/Block Adv: N/A/Hit Adv: N/A/Cancel: 56

(Air) Fatal Strike Start-Up: 6/ Active: 9/ Recover: 34/Block Adv: -20/Hit Adv: -2/Cancel: N/A

(Air) Brutal Punch Start-Up: 7/ Active: 7/ Recover: 34/Block Adv: -16/Hit Adv: 8/Cancel: N/A

(Air) Savage Kick Start-Up: 11/ Active: 7/ Recover: 34/Block Adv: -11/Hit Adv: 35/Cancel: N/A

(Air) Head Bash Start-Up: 6/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: 0/Cancel: 103

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 14/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects (Air) Fatal Strike □

(Air) Brutal Punch △

(Air) Savage Kick x

(Air) Head Bash L1

Meter Burn R2 (must press R2 in the middle of Head Bash)

Notes Move affected by ABILITY stat

Close Primal Lunge

Input ↓→□←
Move Data N/A

(Air) Fatal Strike Type: Mid/ Damage: 5.00/Block Damage: 0.380

(Air) Brutal Punch Type: Mid/ Damage: 7.00/Block Damage: 0.530

(Air) Savage Kick Type: Mid/ Damage: 11.00/Block Damage: 0.820

(Air) Head Bash Type: N/A/ Damage: 10.00/Block Damage: N/A

(Meter Burn Version) N/A

Frame Data Start-Up: 14/ Active: N/A/ Recover: 48/Block Adv: N/A/Hit Adv: N/A/Cancel: 43

(Air) Fatal Strike Start-Up: 6/ Active: 9/ Recover: 34/Block Adv: -20/Hit Adv: -2/Cancel: N/A

(Air) Brutal Punch Start-Up: 7/ Active: 7/ Recover: 34/Block Adv: -16/Hit Adv: 8/Cancel: N/A

(Air) Savage Kick Start-Up: 11/ Active: 7/ Recover: 34/Block Adv: -11/Hit Adv: 35/Cancel: N/A

(Air) Head Bash Start-Up: 6/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: 0/Cancel: 103

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 14/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects (Air) Fatal Strike □

(Air) Brutal Punch △

(Air) Savage Kick x

(Air) Head Bash L1

Meter Burn R2 (must press R2 in the middle of Head Bash)

Notes Move affected by ABILITY stat

Far Primal Lunge

Input ↓→□→
Move Data N/A

(Air) Fatal Strike Type: Mid/ Damage: 5.00/Block Damage: 0.380

(Air) Brutal Punch Type: Mid/ Damage: 7.00/Block Damage: 0.530

(Air) Savage Kick Type: Mid/ Damage: 11.00/Block Damage: 0.820

(Air) Head Bash Type: N/A/ Damage: 10.00/Block Damage: N/A

(Meter Burn Version) N/A

Frame Data Start-Up: 14/ Active: N/A/ Recover: 48/Block Adv: N/A/Hit Adv: N/A/Cancel: 43

(Air) Fatal Strike Start-Up: 6/ Active: 9/ Recover: 34/Block Adv: -20/Hit Adv: -2/Cancel: N/A

(Air) Brutal Punch Start-Up: 7/ Active: 7/ Recover: 34/Block Adv: -16/Hit Adv: 8/Cancel: N/A

(Air) Savage Kick Start-Up: 11/ Active: 7/ Recover: 34/Block Adv: -11/Hit Adv: 35/Cancel: N/A

(Air) Head Bash Start-Up: 6/ Active: N/A/ Recover: 28/Block Adv: N/A/Hit Adv: 0/Cancel: 103

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 14/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects (Air) Fatal Strike □

(Air) Brutal Punch △

(Air) Savage Kick x

(Air) Head Bash L1

Meter Burn R2 (must press R2 in the middle of Head Bash)

Notes Move affected by ABILITY stat

Ground Pound

Input ↓ ↓ △
Move Data Type: Low/ Damage: 8.00/Block Damage: 2.000

(Meter Burn Version) Type: Low/ Damage: 8.00/Block Damage: 2.000

Frame Data Start-Up: 31/ Active: 4/ Recover: 37/Block Adv: -4/Hit Adv: 15/Cancel: 29

(Meter Burn Version) Start-Up: 2/ Active: 61/ Recover: N/A/Block Adv: -4/Hit Adv: 15/Cancel: N/A

Effects Meter Burn R2 (Must press R2 at the end of Ground Pound)

Cancel →→ or ←←

Notes Move affected by ABILITY stat

Stampede

Input ←→x
Move Data Type: Mid/ Damage: 5.00/Block Damage: 1.620

(Meter Burn Version) Type: Mid/ Damage: 10.00/Block Damage: 1.620

Frame Data Start-Up: 11/ Active: 44/ Recover: 31/Block Adv: -14/Hit Adv: 8/Cancel: 54

(Meter Burn Version) Start-Up: 4/ Active: 45/ Recover: 17/Block Adv: 1/Hit Adv: 5/Cancel: 48

Effects Meter Burn R2 (Must press R2 at the end of Stampede)

Cancel →→ or ←←

Notes Move affected by ABILITY stat

Combo Attacks

Slaughtering Humans

Input □,□
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 6/ Active: 2/ Recover: 22/Block Adv: -7/Hit Adv: 11/Cancel: 16
Effects
Notes Move affected by STRENGTH stat

Brutal Nature

Input □,□,△
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 21/ Active: 6/ Recover: 31/Block Adv: -5/Hit Adv: 24/Cancel: 32
Effects
Notes Move affected by STRENGTH stat

Fierce Appetite

Input □,□,△, □+x
Move Data Type: High/ Damage: 5.80 /Block Damage: 0.150
Frame Data Start-Up: 20/ Active: 9/ Recover: 21/Block Adv: -4/Hit Adv: 0/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Bloodthirsty Ruler

Input →+□, □+x
Move Data Type: Mid/ Damage: 8.00 /Block Damage: 0.230

(Meter Burn Version) Type: N/A/ Damage: 3.00 /Block Damage: N/A

Frame Data Start-Up: 16/ Active: 4/ Recover: 28/Block Adv: -11/Hit Adv: 4/Cancel: 45

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 16/Block Adv: N/A/Hit Adv: 57/Cancel: N/A

Effects Meter Burn R2 (must press R2 in the middle of Bloodthirsty combo)
Notes Move affected by STRENGTH stat

Cutthroat King

Input △,△
Move Data Type: Mid/ Damage: 2.00 /Block Damage: 0.150
Frame Data Start-Up: 19/ Active: 2/ Recover: 33/Block Adv: -8/Hit Adv: 6/Cancel: 30
Effects
Notes Move affected by STRENGTH stat

Cruel Intentions

Input △,△, □+x
Move Data Type: Mid/ Damage: 9.50 /Block Damage: N/A
Frame Data Start-Up: 23/ Active: 4/ Recover: 28/Block Adv: -15/Hit Adv: 0/Cancel: 51

(Meter Burn Version) Start-Up: 1/ Active: N/A/ Recover: 48/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

Effects Meter Burn R2 (must press R2 in the middle of Cruel Intentions combo)
Notes Move affected by STRENGTH stat

Animalistic

Input △,△,x
Move Data Type: Mid/ Damage: 9.00 /Block Damage: 0.680
Frame Data Start-Up: 14/ Active: 3/ Recover: 45/Block Adv: -11/Hit Adv: 29/Cancel: N/A
Effects
Notes Move affected by STRENGTH stat

Super Moves

Animal Instinct

Input L2 + R2
Move Data Type: Mid/ Damage: 8.65 /Block Damage: 0.680
Frame Data Start-Up: 17/ Active: 16/ Recover: 50/Block Adv: -29/Hit Adv: 14/Cancel: N/A
Effects
Notes Move affected by ABILITY stat

Character Power

Telekinetic Power

Telekinesis

Input
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 41/Block Adv: N/A/Hit Adv: N/A/Cancel: 32
Effects Allows Gorilla Grodd to use Telekinesis-based Special Moves and enhanced Combo Attacks.
Notes Move affected by ABILITY stat

Psionic Lift

Input ↓ ↓ □
Move Data N/A

(Psionic Blast) Type: Mid/ Damage: 5.00/Block Damage: 1.620

(Meter Burn Psionic Blast) Type: Mid/ Damage: 8.00 /Block Damage: 2.000

(Ground Slam) Type: Low/ Damage: 6.00 /Block Damage: 1.750

(Meter Burn Ground Slam) Type: Low/ Damage: 6.00 /Block Damage: 1.750

Frame Data Start-Up: 1/ Active: N/A/ Recover: 15/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A

(Psionic Dash) Start-Up: 1/ Active: N/A/ Recover: 56/Block Adv: N/A/Hit Adv: N/A/Cancel: 55

(Cancel Lift) Start-Up: 1/ Active: N/A/ Recover: 24/Block Adv: N/A/Hit Adv: N/A/Cancel: 23

(Psionic Blast) Start-Up: 11/ Active: 15/ Recover: 39/Block Adv: -11/Hit Adv: 39/Cancel: 10

(Meter Burn Psionic Blast) Start-Up: 6/ Active: 15/ Recover: 39/Block Adv: -1/Hit Adv: 46/Cancel: N/A

(Ground Slam) Start-Up: 53/ Active: 11/ Recover: 19/Block Adv: 7/Hit Adv: 10/Cancel: 65

(Meter Burn Ground Slam) Start-Up: 22/ Active: 11/ Recover: 19/Block Adv: 7/Hit Adv: 58/Cancel: 54

Effects Psionic Dash →→ or ←←

Cancel Lift ↓ ↓

Psionic Blast □ (must have Telekinesis active to perform Psionic Blast)

Meter Burn R2 (must press R2 at the beginning of Psionic Blast)

Ground Slam △ (must have Telekinesis active to perform Ground Slam)

Meter Burn R2 (must press R2 at the beginning of Ground Slam)

Notes Move affected by ABILITY stat

Psionic Push

Input ←→△
Move Data Type: Mid/ Damage: 8.00/Block Damage: 2.000
Frame Data Start-Up: 17/ Active: 17/ Recover: 26/Block Adv: -6/Hit Adv: 18/Cancel: N/A
Effects Must have Telekinesis active to perform Psionic Push
Notes Move affected by ABILITY stat

Mind Control

Input ↓←△
Move Data Type: Mid/ Damage: 7.70/Block Damage: 1.250

(Meter Burn Version) Type: Mid/ Damage: 3.00/Block Damage: 1.370

Frame Data Start-Up: 25/ Active: 7/ Recover: 34/Block Adv: -18/Hit Adv: 43/Cancel: 108

(Meter Burn Version) Start-Up: 21/ Active: 2/ Recover: 28/Block Adv:-48/Hit Adv: 61/Cancel: N/A

Effects Must have Telekinesis to perform Mind Control

Meter Burn R2 (must press R2 at the beginning of Mind Control)

Notes Move affected by ABILITY stat

Savage Strength

Input ↓ ↓ x
Move Data N/A
Frame Data Start-Up: 1/ Active: N/A/ Recover: 51/Block Adv: N/A/Hit Adv: N/A/Cancel: N/A
Effects Must have Telekinesis to perform Savage Strength. Gorilla Grodd becomes immune to projectiles while Savage Strength is active.
Notes Move affected by ABILITY stat

Combo Attacks (with Character Power Active)

Salvation Run

Input →+△, □+x
Move Data Type: Mid/ Damage: 9.00 /Block Damage: 0.150
Frame Data Start-Up: 27/ Active: 2/ Recover: 27/Block Adv: 0/Hit Adv: 2/Cancel: 34
Effects Must have Telekinesis active to perform Salvation Run combo
Notes Move affected by ABILITY stat

Hyper-Intelligence

Input ←+△, □
Move Data Type: Mid/ Damage: 5.00 /Block Damage: 0.380
Frame Data Start-Up: 21/ Active: 7/ Recover: 34/Block Adv: -9/Hit Adv: 36/Cancel: 32
Effects Must have Telekinesis active to perform Hyper-Intelligence combo
Notes Move affected by ABILITY stat

Combos and Juggles

Below are combo and juggle inputs for Gorilla Grodd , including corner strategies and restarts.

  1. △,△,□+x (MB) ~ ↓+△ ~ △,△,□+x
  2. ←+□, □+x (MB) *switch position with opponent ~ →+x (wall bounce) ~ jump x ~ △,△,□+x

Strategy Guide

Recommended Gear

Main article: Recommended gear for Gorilla Grodd

Costumes

Gorilla GroddGorilla Grodd lives up to his name as a massive gorilla, easily twice the size of a full-grown man and wears golden armor consisting of gauntlets, shoudler pads, knee pads, a belt, and helmet.

Trivia

  • He is a support card in the Injustice Gods Among Us iOS game.
  • He is the only non-playable character to appear during the end credits.

Related Articles

Character Guides

Character Tier List

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