buyacushun
Normalize grab immunity.
I'm trying to enjoy MKx but I need help understanding a design choice. I thought projectiles not clashing was interesting. The gravity based juggle system is cool. I liked Tekken's way of doing things and this reminds me of that. Pretty much the whole game acts 3D lol. The 50/50 throw is annoying but I can live with it. That's not the grabs I'm talking about. My gripe is with command grabs. The damage barely beats a regular throw. Most of them switch sides or leave your opponent more than a dash away so you get barely any advantage. But the worst part for me is that people can attack through you're grab even if you spend meter. In some cases (probably the whole roster) you can attack through the grab and get a whole combo leading to 30% in most cases. Grapplers usually end up somewhere in the middle of a tier list. Only in MKx do I feel there is no reason to use a grappler in this game. Maybe I'm missing something to the MK meta. So I'm asking the TYM community: Why? Why can you stay grounded against command grabs and either trade/dodge/full on punish them with strings?
I personally don't think grabs should even trade. If you are grounded during a command grabs active frames, you should be grabbed no if, ands, or buts. I'll still be using a grappler in this game. Either Sun God KK or EB because I think they have the style I'm also looking for. But they seem to have the best grabs imo.
I personally don't think grabs should even trade. If you are grounded during a command grabs active frames, you should be grabbed no if, ands, or buts. I'll still be using a grappler in this game. Either Sun God KK or EB because I think they have the style I'm also looking for. But they seem to have the best grabs imo.