Ok since I've seen some comments about how good commando is "as is", I decided to do a little comparison. Commando Kano is a grappler correct? Well Kotal Kahn (sungod), in all intent and purposes is also a grappler. Kano can tic throw using jmp3/4, d1/3/4, f33, now Kotal can use all of those (minus f33) "PLUS" b1, b14, and standing 1, so already we see more tic throw setups. Kano's command throws do 16/17% w/o meter, Kotal does 19% lvl 3 that doesn't go away EVER and is easily attained in round 1. Both characters can combo into command grabs, Kano gets 35% 1 bar, Kotal gets 35-38% meterless(43% 1bar minimum). When getting "in" Kano has f4(safe), run, dash, ball(full combo punishable), air ball(full combo punishable). Kotal has f1(shoulder-safe), f2(uppercut-semi safe), run, dash, and "amazing"walk speed. When "luring" and making them come to you; Kano has knives(high and negative on block but fast) and backdash, Kotal has sun ray(gains life), backdash, and a mid projectile that gives you +5 on block but slow. So with Kano they never "have" to come in, vs Kotal they do. Kano's command throw input is dbf4/dfb4, kotal's input is db2. Parries; Kano's counters net 18-19%, Kotal's parry nets around a 30% or more combo. AA throw; Kano has df1 and it does same and tosses the opponent away(even when MB'd), Kotal has an AA that does damage but when MB'd leads to a high DMG combo. Both characters take about the same risks when doing those moves. Both characters have to make solid reads, depend on their safe footsies, and can't rely on 50/50 to open up your opponent. Now tell me, which character is just "fine as is"?