mercureXI
Punching bag that throws fans !
Jason would like to have a word with you.None of the command grabs in MKX connect against neutral ducking opponents.
Jason would like to have a word with you.None of the command grabs in MKX connect against neutral ducking opponents.
*yourI'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.
...?None of the command grabs in MKX connect against neutral ducking opponents.
He must be drunk. Can't see any other reason really...?
Kotal's does. Torr's does. Jax's does. Jason's does.
It's a throw. You can jump it. That's the norm in other fighting games. Throws that deal huge damage, give wakeup, AND come out fast is also the norm in other fightersso let me get this straight, you want an unblockable move that you can cancel into from a string to be even MORE effective at hitting and give even MORE advantage? lol, k
I'm quoting your post because I don't want people focusing too much on the wrong thing. I never said ducking against throws was a problem. Multiple people have pointed out grabs that catch duckers too. It also brings insight into some nice balancing decisions by not giving characters like EB and cassie actual command grabs.Let's rephrase the complaint so most can understand.
Some command throws DO hit duckers. Goro, ferra torr, and Jason can do it. But the throws can be low profiled, something that doesn't happen in other games.
True grapplers don't need to combo into throws. They just do them because they're that good. Grundy was the only true grappler in NRS games, but he sucked because NRS hates grapplers.
FUCK NRS.
I don't know what other fighters you play, if any, but in SF, BB, GG, Tekken command grabs are very effective in tacking on meaningful damage plus giving you an offensive oki advantage. In skullgirls, Cerebella, the most "traditional grappler" in that game has tick throws using 2 different command grabs plus an anti air grab thats unblockable during your opponent's upward rise from jumping. All these doing great damage plus give combos which can lead to even more resets. Oh and she has a 360 super grab that definitely hurts. I don't remember how much advantage you get off of it though but you can DHC it.so let me get this straight, you want an unblockable move that you can cancel into from a string to be even MORE effective at hitting and give even MORE advantage? lol, k
This really hurts. Not only did i use "you're" incorrectly, I use "you", "your" and "you are" correctly. Well played.*your
No. Throws whiff if blocked correctly and full whiff on jumpers. They are inferior to attacks, which is why I proudly chant FUCK NRS on them being clueless on what they're doing and just listening to the fan boys screamingBut would Shaazm really qualify under the technical term of grappler? Weren't each of his grabs ones that would only hit you if you were either blocking high or blocking low? Because that's really no different from just having lows and overheads.
Kind of yes and no. It still being grab allows it to work slightly differently. Plus I think he had guaranteed throws during some blocked strings. Maybe just one. That wouldn't be possible with a regular low or overhead.Man, it's been a while since I've played injustice, so correct me if I'm wrong...
But would Shaazm really qualify under the technical term of grappler? Weren't each of his grabs ones that would only hit you if you were either blocking high or blocking low? Because that's really no different from just having lows and overheads.
What do fanboys screaming have anything to do with how command grabs work in this game?No. Throws whiff if blocked correctly and full whiff on jumpers. They are inferior to attacks, which is why I proudly chant FUCK NRS on them being clueless on what they're doing and just listening to the fan boys screaming
NRS only "fixes" things that fan boys scream about. Since there aren't enough people screaming about command throws being garbage for characters that need them (because those characters don't have a cult following or hate for) NRS will never careWhat do fanboys screaming have anything to do with how command grabs work in this game?
The Kahnum also says hello.None of the command grabs in MKX connect against neutral ducking opponents.
Oh. I think command grabs are fine.NRS only "fixes" things that fan boys scream about. Since there aren't enough people screaming about command throws being garbage for characters that need them (because those characters don't have a cult following or hate for) NRS will never care
how do traditional grapplers function then? if command grabs can get so rediculous, don't they have a downside besides being able to jump em?I'm quoting your post because I don't want people focusing too much on the wrong thing. I never said ducking against throws was a problem. Multiple people have pointed out grabs that catch duckers too. It also brings insight into some nice balancing decisions by not giving characters like EB and cassie actual command grabs.
My main gripes is the only positive is a risky guess during blocking leading to 17-19% depending on character. Plus all the other problems I had listed before. I'll be playing a grappler because I like what command grabs add. They just don't add much and MK is the only time I feel like I can make justifiable reasons to not play a command grab character.
I don't know what other fighters you play, if any, but in SF, BB, GG, Tekken command grabs are very effective in tacking on meaningful damage plus giving you an offensive oki advantage. In skullgirls, Cerebella, the most "traditional grappler" in that game has tick throws using 2 different command grabs plus an anti air grab thats unblockable during your opponent's upward rise from jumping. All these doing great damage plus give combos which can lead to even more resets. Oh and she has a 360 super grab that definitely hurts. I don't remember how much advantage you get off of it though but you can DHC it.
Point being what I'm asking for is actually the norm in fighters. It's what gives grapplers their scary meaning behind being a "grappler".
King gets an honorable mention because once he does grab you, you have to legit guess what grab combo he is going to do and time your break.
This really hurts. Not only did i use "you're" incorrectly, I use "you", "your" and "you are" correctly. Well played.