This is Commando at it's current state going against cR Dragon's Assassin Kitana. I think the videos speak for themseselves when I mention that Commando will have to work for his life to win against zoners. How is this design broken? The options are endless with all of the gaps Kano received and look at my stamina! Keep an eye on my spacing and footsies rather than B1 Ticks B1 on hit blah blah, all it means is that Commando has a fighting chance period.
Not sure if this is enough for people to base their opinion on.. First off, the Kitana vs Kano is a bad MU for Kano yet Kano still wins because whenever he gets in close he seemingly got free damage.. Secondly, Dragon barely seemed to attempt dodging/punishing the command grab, probably due to the high risk of it and the high damage potential but even when he did, he couldn't punish with a NJP..
I don't own the beta so my arguments may be invalidated either way but the way command grabs seem in the beta is that they are riskless mixups (that you can do off a poke), giving this type of tool to a character like Kano (who kinda needs it) is one thing, but Cassie also has command grabs, do people realize what kindof a clusterfuck she'll become? OH or Low/OH into command grabs equal to blocking a mixup correctly+jumping out, but if you jump out you're at risk of eating a Flip Kick next time. This goes against what NRS is trying to do with the new patch, to tone down offense.
I'd understand people want their character (Kano) or type of tools (grappling) to be viable, which is fair, but this sounds easily abusable by competent players. In my opinion, if it stays in the game, whiff recovery should be long enough so it can be punishable by crossover JiPs or an NJP.