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MKX and Command Grabs

Blonde_Huntress

Edenian Witch <3
Ravenous Mileena is grappler oriented.

Her command grabs help in two different ways--to shorten up string frames AND to discourage low turtling against her.

None of the command grabs in MKX connect against neutral ducking opponents.
Mileena's Low Pounce says peek a boo. :D
 

buyacushun

Normalize grab immunity.
If "true" command grabs were put in the game there is no way they would be cancellable lol. You would be able to just do a random string into free command grab damage. Command grabs in MKX wouldn't be cancellable, would be unblockable, some w/ invincibility frames on start-up, have a particular hitbox (anti air or reg), have tons of recovery, and moderate to quick start-up depending on hitbox. My guess is that NRS didn't put a legit grappler type character in the game because they didn't want to deal with true command grabs being in the game and people crying that an unblockable/invincible grab is cheap.
There are command grabs that you can't escape by ducking or crouching. In this game though, instead of having to get airborne or hit it during startup, you can full on attack through the grab even eating through the armor. You wouldn't be able to cancel any string into grab for free damage if NRS programs the frames right and offers smart tick throws. Right now IIRC Kotal has 3 spots to tick throw excluding down normals while EB has 7. Granted you can duck EB's but I think that's good because he does so much. Grabs now have noticeable recovery and something having a lot of it doesn't mean it's bad. Getting Hugo or Cerebella to whiff a grab has gotten punished a bunch of times. Heck in Tekken you can duck the standard normal throws and people punish that along with other duckable moves all the time. Grapplers have had great yet risky mind games giving them great benefits if they succeed in most games. It's just in MKx where landing one doesn't even seem that good by itself.

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?
The downside is that the "traditional" ones like Zangief, Hugo, or T.Hawk are slow and succeed by conditioning the opponent and making reads. Capcom also balances this by giving them more than average health so they can afford a bad guess or two and still come out on top. They also usually get normals with more than average damage and some decent range so they can reach you with something. And at least one way to get around projectiles and to close the distance quickly. Skullgirls plays like the Marvel vs games, so it is quite mobile. Cerebella has a weird glide, armored run, and projectile counter to help her deal with everything that can be thrown at her in the game. She still is the slowest character and really has to be careful and decisive with what buttons she sticks out. The characters have obvious and easy to exploit weaknesses from afar but once a player beats those weaknesses they can go into a scary gameplan of either buttons to catch you moving or grab if you're still. Mind you they still have to "guess" what you will do and some moves have invincibility on them that will blow throw whatever they were doing. One mistake and your opponent can once again get away from you and go back to whittling you down like before.

That's my take on it anyways. Things work a bit differently for 3d games.
 

tatterbug4

Bug of tater's
I'm hearing a lot of grundy but no bane lol.

In mkx grapplers suck. We have tick throws which basically lead to a 50/50. But In this game almost everyone has 50/50's.

I think the reason why nrs never creates really good grapplers is because they got to be careful with the tools they give the character with the command grab..... and because the newb's would be mind blown by how they can't block a unblockable
 

GAV

Resolution through knowledge and resolve.
I hate the motion for most command grabs. Down, Back, Forward and a button; What's that all about? So awkward and not fun to do.

It also makes no fighting sense. Are the saying you have to crouch, lean back, and shift forward to grab someone? ...because you don't.

It doesn't work like that at all.
 

Invincible Salads

Seeker of knowledge
i see, ok, i guess i wouldn't mind a character like that, just they need to be careful to not create a character that can just mix up pokes and command grabs in the corner all day because lol armor/invincibility.
 

buyacushun

Normalize grab immunity.
Buff the command grabs, more advantage and better positioning. Death to throw immune.
All this would just bring them to mid tier like every grappler ever. No character is top tier based off of conditioning, reads, and flat out guesses that either lead to one off damage or getting punished and having to get close again.

I hate the motion for most command grabs. Down, Back, Forward and a button; What's that all about? So awkward and not fun to do.

It also makes no fighting sense. Are the saying you have to crouch, lean back, and shift forward to grab someone? ...because you don't.

It doesn't work like that at all.
This too. why not b,d,f? Or f,d,b? or just 2 directions like Kotal's? I'm so glad capcom is just doing regular half circles and not one of the most uncomfortable motions since the 80s-90s fighters that came out. I'd take 2363214 and 63214x2,6 on some animu/KoF stuff before d,b,f. Lol nah im joking please no fighting game dev ever do any of those 3 motions. ESPECIALLY, when you don't need to.

i see, ok, i guess i wouldn't mind a character like that, just they need to be careful to not create a character that can just mix up pokes and command grabs in the corner all day because lol armor/invincibility.
They are supposed to be especially scary in the corner cause 2 resets or good wakeup reads will lead to half heath. Thing is if they're wrong they have way more work cut out for them to even get to that advantageous position again. Which needs a punish, setup, read, overall great play to actually start again anyways. No grappler just gets what they want yolo free. At least no good designed grappler I ever seen.
 

buyacushun

Normalize grab immunity.
Jason relentless and unstoppable has to be the best grappler in MKX.
Idk I got a guy on my friend's list who plays him and felt he was ok. Said his strings were mediocre. I for one can't call someone that side switches and throws the opponent away on grab the best grappler. I'd put Kano there if he had 3-5 ticks off of strings. I'm feeling Kotal though. (I'm only including characters whose grabs hit standing and crouching opponents regardless of blocking.)
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Erron Black is the best Grappler. There are two styles of grapplers. The slow tanks and the all-in strikers. All-in strikers tend to have throws that lead to very good wake-up. Erron Black and Bane capture the striker perfectly (arguably too well). What we're missing is the slow tanks, as those grapplers tend to have VERY fast (2-3 frame throws) or invincibility on their command throws (Tager from Blaz Blue is a great example). Slow tanks also need only 2-3 reads, and the game should be over. More importantly, slow tanks tend to dominate rushdown and have an automatic advantage against every character without a good projectile. Hugo in SF4 is the best example of this. He's big/tall and slow, but if you fight him point blank without establishing the knockdown or advantage first, you should always lose as one of his good reads should beat 3 of yours. That's the way it works in most fighters.

Now compare those slow tanks to Goro and F/T and you will see why command throws suck. Their throws are slow, lack invincibility, and don't deal anywhere near the damage they need to. Goro and F/T command throws should be dealing close to 19-20% damage without the meter. As for the complaints that this is "too good" in MKX because you cancel into them, BULLSH!T... You can tick throw in other games, and those pokes are 3-4 frames and throws are 2-3 frames. The Meter should then boost it even higher or have significant property improvements.

And last time I checked Kung Lao, a pure rushdown character, owns Goro and F/T for free. It should be the other way around, and the reason for that is both are free to jumps (stated repeatedly in every Goro F/T thread that NRS ignores) and damage output is too low. Meanwhile, zoners, who traditionally beat slow tanks, still destroy them in MKX (the NRS fanboy bitch known as Kitana that NRS loves to buff).

As for the throw invincible moves that are both safe and lead to huge damage... the ones NO other fighting game has... FUCK NRS!
 

cambros22

Stand Back I'm a Doctor!!!!!!
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.
22 was only string that confirmed on block or hit. Sadly his throws could be jumped out of but I still destryoed people in OkI. Shazam is the deffinition of vortex without the whole vortexes are only standing reset bullshit. Funny thing people never knew about him is that if you do his cimmand grab on hard knockdown at the perfect time, it snuffed everything. And yes you can test it on ai wakeups in trainer
 

Shade667

#StrongisthenewCute
I meant in terms of what people expect a grappler to be, Jason fits the role better than any others.
Cuz he grapples u.

And his grabs in relentless do like 24% meterless in round 3 cuz of his passive buff.
 

cambros22

Stand Back I'm a Doctor!!!!!!
I'm still wondering when NRS is going to replace Displacer Raiden with Shamam. Those vortexess were real. Man I miss my old friend. RIP Shazam RIP
 

PANDEMlC

El Psy Congroo
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
Exists in other fighting games, why not here? It's not like tick grabs jail you into eating the command grab, you can get out by neutral jumping, armoring(sometimes possible) or backdashing. Also if they actually designed command grabs correctly it would allow for them to make the character have some negatives for having such a strong tool, like for example how most grapplers have large hitboxes and are generally slow(not always the case but Zangief, Tager, Potemkin, Grundy, etc).
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Exists in other fighting games, why not here? It's not like tick grabs jail you into eating the command grab, you can get out by neutral jumping, armoring(sometimes possible) or backdashing. Also if they actually designed command grabs correctly it would allow for them to make the character have some negatives for having such a strong tool, like for example how most grapplers have large hitboxes and are generally slow(not always the case but Zangief, Tager, Potemkin, Grundy, etc).
They ready have characters with big negatives. Their names are goro and ferr/torr. They just left out the throwing part.
 

GAV

Resolution through knowledge and resolve.
They ready have characters with big negatives. Their names are goro and ferr/torr. They just left out the throwing part.
I don't play Ferra/Torr, but I wish NRS would buff him because everyone gets so hype whenever anyone plays him.

Goro could use some help, but his design makes it tough to make him viable at the game's top levels without making him overpowered in casual play.
 

buyacushun

Normalize grab immunity.
tough to make him viable without making him overpowered in casual play.
Not attacking you but I really hope no fighting game ever does this. I'm cool with nerf/buffing something cause it's just too damn simple and you want open up more brainwork but balance for casual play is the worst thing that could possibly happen. Considering some of the things NRS has done, I don't put it past them to make an actually good grappler character who doesn't get shut out by most of the cast only to nerf him cause grab setups too powerful for mashing casuals.
 

GAV

Resolution through knowledge and resolve.
Not attacking you but I really hope no fighting game ever does this. I'm cool with nerf/buffing something cause it's just too damn simple and you want open up more brainwork but balance for casual play is the worst thing that could possibly happen. Considering some of the things NRS has done, I don't put it past them to make an actually good grappler character who doesn't get shut out by most of the cast only to nerf him cause grab setups too powerful for mashing casuals.
I agree, but I think its a part of the discussion now before they put changes into affect.
 

buyacushun

Normalize grab immunity.
I agree, but I think its a part of the discussion now before they put changes into affect.
Yeah i guess that is a possibility somewhere huh? I'm having fun with Kotal's and EB's tick throws. Kotal is probably as close to a whiff punishing grappler as I'm going to get in this game since tremor didnt get a command grab. EB is fun just cause he has the most ticks and is good at everything else.
 

GAV

Resolution through knowledge and resolve.
Yeah i guess that is a possibility somewhere huh? I'm having fun with Kotal's and EB's tick throws. Kotal is probably as close to a whiff punishing grappler as I'm going to get in this game since tremor didnt get a command grab. EB is fun just cause he has the most ticks and is good at everything else.
I play Sun God too. He could use an anti-zoning tool, but I feel like he's not disadvantaged against any character from midrange to up close - including Kung Lao.

EB's command grab input is silly. I can't be bothered to learn stuff that makes no sense to me.
 

Invincible Salads

Seeker of knowledge
Exists in other fighting games, why not here? It's not like tick grabs jail you into eating the command grab, you can get out by neutral jumping, armoring(sometimes possible) or backdashing. Also if they actually designed command grabs correctly it would allow for them to make the character have some negatives for having such a strong tool, like for example how most grapplers have large hitboxes and are generally slow(not always the case but Zangief, Tager, Potemkin, Grundy, etc).

i guess my issue is, just how many other tools does the character have to open you up with? If its mainly the command grabs then sure. But if its a situation like with erron black who has a 50/50 AND a command grab, thats when it starts to get to be a little to much. If they don't even need their command grab as part of their gameplan to open you up, how in the Netherrealm are you supposed to make a read on them doing something that they really don't need to do?
 

buyacushun

Normalize grab immunity.
I play Sun God too. He could use an anti-zoning tool, but I feel like he's not disadvantaged against any character from midrange to up close - including Kung Lao.

EB's command grab input is silly. I can't be bothered to learn stuff that makes no sense to me.
Yeah I feel Kotal basically has a KF slide type deal. He can quickly launch you for 30% easy from mid screen, it's just not a low. Plus I never really use meter after a while once I get level 3 grab. So then I can pick between damage, armored grabs and ex sun disk. One of the reasons I like playing Brawler Cassie too.

i guess my issue is, just how many other tools does the character have to open you up with? If its mainly the command grabs then sure. But if its a situation like with erron black who has a 50/50 AND a command grab, thats when it starts to get to be a little to much. If they don't even need their command grab as part of their gameplan to open you up, how in the Netherrealm are you supposed to make a read on them doing something that they really don't need to do?
Well it depends how good the 50/50 is. You'd only have to worry about the grab when blocking and on wakeup. Usually the more rushdown characters who have a command grab don't have a lot of range of their grab. So it used sparingly. I think MK has a normalized health pool which might mean they'd have to go about developing characters differently. Though there are characters in other franchise that have an overhead, low, and a command grab. Heck in Tekken pretty much the whole cast has this. MKx is the only game where the rushdown 50/50 plan is the most efficient and powerful plan in a game. However that might change as better play develops. You usually don't see such skewed playstyles in other games.
 
Reactions: GAV
They're awesome because they stop the opponent from blocking, have good damage, extend/alter combos, or make block string mix ups. If they don't either of these, then they're garbage.

What sucks are command grabs you can block, shout-outs to Alex's back fierce (third strike) and cassie's f2,1+3 (brawler).