I figured I'd post this to find out what people are doing after command grabs now that the trap is gone. I'd like to think that there's still a reason to use command grabs instead of just going for 2, 1 ragdoll or 1, 2, 1, ragdoll.
The only things I've found so far is either jump punch in afterwards, or basically leave it as a guessing game.
I've tried throwing out a mid bomb still just to see how people react. What I've found is that you can throw out a mid bomb, and just wait for them to jump at you to avoid it, then NJP (or AA) and go into the ret of the combo minus the damage from the bomb. This obviously only works if the opponent jumps at you.
The other thing I've done, once people are savvy to the previous, is throw out a far bomb instead. If they jump backwards rather than forwards, they land on the bomb and you've pretty much got your combo.
Basically, I've found that using a CG pretty much leaves you a 1 in three chance to guess right and continue your combo, which is all nulified if your opponent can teleport. Leaving a chance for good damage up to a 33% guess isn't worht it in my opinion, and I've decided that there's no good reason to ever use a command grab. Especially considering it's now one of the hardest moves to pull off because of how ridiculously easy it is to tech / break.
So, what are other people doing?
The only things I've found so far is either jump punch in afterwards, or basically leave it as a guessing game.
I've tried throwing out a mid bomb still just to see how people react. What I've found is that you can throw out a mid bomb, and just wait for them to jump at you to avoid it, then NJP (or AA) and go into the ret of the combo minus the damage from the bomb. This obviously only works if the opponent jumps at you.
The other thing I've done, once people are savvy to the previous, is throw out a far bomb instead. If they jump backwards rather than forwards, they land on the bomb and you've pretty much got your combo.
Basically, I've found that using a CG pretty much leaves you a 1 in three chance to guess right and continue your combo, which is all nulified if your opponent can teleport. Leaving a chance for good damage up to a 33% guess isn't worht it in my opinion, and I've decided that there's no good reason to ever use a command grab. Especially considering it's now one of the hardest moves to pull off because of how ridiculously easy it is to tech / break.
So, what are other people doing?