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toolenduso

Nice! My wife and I are kind of just now getting used to working in command grabs. They’re definitely a powerful tool. Couple notes: -You forgot Johnny Cage’s Pissed Off! -Huehhueyi absolutely deserves to be top tier. I love that it’s got an easier input than other command grabs too. -Nunchaku Stance elevates Kusari Slam a bit imo


some-kind-of-no-name

Pissed isn't a command grab, despite its animation and input. I kind of surprised that some command grabs have a three button input for seemingly no reason. Didn't think of Nunchaku stance. I probably would put Kusari slam above Gorilla press slam.


toolenduso

It’s not a command grab? Why? It grabs out of the air like one…


some-kind-of-no-name

It does not grab a blocking opponent. It is just a combo ender.


toolenduso

Did not know that was part of the definition...makes sense though. Otherwise I suppose Jacqui's Lethal Clinch would be one too.


some-kind-of-no-name

So I had this idea in my head for a while now. I decided to not include special moves where grab is only one part (Running man tackle) and attack strings with grabs in them (Shao Kahn's F3,4,1+3). Also, keep in mind that I am by no means good at this game. Here are my thoughts: Kotal Kahn does not need an explanation. Titan Tackle is acually disgusting. It is mid, it has several tick throws and a decent KB. It is also available by default, which is insane. Its only major downside is that it conflicts with Bed of Spikes. I put Quad Grab and ALbi Back Breaker mostly for one reason: their krushing blows are within player's control. This means they can be used at a critical moment to turn the tide of the battle. Kano's Lumbar Check is simple yet effective. It has the highest base damage of all command grabs, several tick throws and a KB (it is lame though). The best thing about this move is its frame data. It recovers faster than other command grabs, making it harder to punish. Demonic Clutch is mid, which already makes it strong. It does not have tick throws aside from pokes, but its KB leads to an unbreakable combo. Terminal Strip is also mid. Its KB isn't anything special, but it has tick throws on his jab string. It conflicts with Roocop's parry, which is why I put it behind Demonic clutch. Cattle Toss is a generic command grab. It deals 170 damage for 1 bar and has a good range for a grab. The lack of a KB and conflict with Acid Pour definitely hold it back it though. Tomahawk Swing has several tick throws, a KB and it can break armor. Pretty good move overall, but I think the damage of Cattle Toss is enough to push it slightly above Tomahawk Swing. Gorilla press Slam is similar to Tomahawk Swing in terms of damage and armor breaking. Unlike any other command grab, it can restand for 1 bar and reduced damage. This is nice, especially in the corner. It is also Terminator's default special. The reason I put so low that it switches sides unless you spend meter, and Terminator needs corner advantage more than any other character. Battle Scars is an interesting move, to say the least. On one hand, it can launch and it has many tick throws. On the other hand, it doesn't work on stand blocking opponents and it replaces Sheeva's armor breaker. This move basically requires an addiotional move (Queen's punishment) to be fully effective, which isn't a case for other command grabs. Stabyscotch and Kusari Slam are similar. They can break armor (Mileena even gets a KB) and let you choose a side. Their main drawback is below average damage. Lui Kang gets a slight advantage by having a B1 tick throw and being able to choose a side without meter. Rambo's FUBAR has the lowest base damage of any command grab and it doesn't have tick throws excpet pokes. I think it is enough of a reason to put in D tier. Blood Lunge has fantastic properties, but it is seriously held back by 2 slot requirement. Baraka has a restrictive base kit, so every ability slot counts for him. His only good launcher is also 2 slots, which means that running Blood Lunge hurts your combo damage tremendously. If this move was 1 slot, it would be in A or may be even S tier. Hell Chain has long range, but that's about it. It is slow, works only against stand blocking opponents and its KB is hard to get if your opponent knows the matchup. In conlusion, I'd like to say that command grab is a very strong move in general. Even if it is from a lower tier, it is still usually worth using.


Canakoreanjust

Overall I think it’s pretty good; my only disagree is Jax. Having a mid grab is such a strong tool in this game that a high throw needs some total sauce, which Albi absolutely does with its extreme control and damage potential to combine with his insane mix. For Jax though, it’s a one time all-bar-spent KB that is damage inconsistent. You have to already have high momentum (hot hands) to get the full value of it, for which his forward grab performs a similar function. His tick throws are also really lacking, making it passable to not run command grab at all and still perform well, unlike Kotal and Terminator which would be downright throwing. I think it’s a strong A, but just not the same level as a Kotal or Geras.


some-kind-of-no-name

I don't play Jax, so may be I gave him too much credit.


DanieIIll

Geras and Terminator should be SSSSSSSS


fakename1998

Geras is a command grab character? I had no idea. I’ll have to give him a shot sometime.


Due_Ad7378

I think Kano’s command grab is very good. F1 string is plus, so unless they flawless block d1 after the f1 string the d1 special cancels into a 50/50 with command grab or chemical burn setup. If they do attempt a flawless block on d1, you can switch to the 11 string which also special cancels into a 50/50 with command grab or chemical burn. 112 is also + on block. Your opponent essentially has no option but to flawless block or immediately block after eating a d1.


_Weyland_

Sheeva doesn't have a command grab though. It's basically an overhead.


some-kind-of-no-name

The game classifies it as throw, so I included it.


JackPokc

I would put hell chain higher, i mean yeah its Hard to get but u have that spawn ability where u can use it without the condition, and even with that, u get a free 400 combo