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<div class=“QuoteAuthor”><a href="/profile/6799/Running%20Wild">Running Wild</a> said:</div>
<div class=“QuoteText”>Forget the next gen, I’m going to start collecting classic consoles/games.<br><br>I’m gonna start by going to Game Craze in Canandaigua, and buying every single copy of Shaq Fu they have.<br><br></div>
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<div class=“QuoteAuthor”><a href="/profile/65079/GarbageBear">GarbageBear</a> said:</div>
<div class=“QuoteText”>Slowly easing my wife into games.<br>
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Started up a co-op game of Gears of War 3 with her and I.<br>
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Showed her Metal Gear Rising last night.<br>
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Her reaction: “They’re like movies!”</div>
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I watched parts of it, although I stopped at five to catch a stream of the wings/canucks game. I didn’t see anything significant happen (excluding a total smashing of the canucks).<br>
Alright, two sort of general questions here.<br><br>First: What’s the significance of having a lot of command grabs? Is it simply an indication that the character can, in the middle of a blockstring, input the command grab and so blocking against them isn’t as safe as it would be against a character who doesn’t have all the grabs? Or is there more to it than that and there’s something I’m overlooking?<br><br>Similar note, what’s the significance of having a dive kick? Is it just the ability to alter your jump trajectory in the air and so it makes anti-airing you trickier, or is there something else that I’m overlooking?<br><br>Those are two pretty common moves that characters have and they almost always get talked about as something that’s important, eg: oh, haggar’s game plan is that he has one-frame command grabs, or doom is a good character because he has a dive kick.<br><br>Semi-related: I’ve been working on that marvel grind all of a sudden; I’ll have to ask some of you guys to give me a crash course before dustbowl this weekend.<br><br>edit: I guess having a dive kick also makes empty jumping in the corner more of an implied threat?<br>
Depends largely on the game Coca. <br><br>But since you mentioned Marvel, that’s not my area, I’ll leave that to someone else.<br><br>I will say generally in 2D fighting games I play, block stun exists and you won’t be pulling reversal command grabs (or reversal anything) during blockstrings. Command Grab’s are a huge threat though since they obviously cannot be blocked, lead to big damage, and untechable knockdowns. Let’s take Clark from KOFXIII for example. His command grab, the Super Argentina Backbreaker has two basic versions - the weak kick version, and the heavy kick version. The weak kick version has a slow start-up, but he has full body guard point prior to the grab connecting, so he can use it to tank through attacks and grab his opponent, even makes a decent anti-air sometimes or as a move to scare opponents during wake up. Then there’s his heavy kick version, which comes out much faster, allowing him to combo into it, and is much more suitable for punishing unsafe stuff, and even works in tick throw setups. Then he has an EX version of the grab which starts up instantly with much longer range, making it great for grabbing opponents just slightly outside his normal command grab range, on top of that, it’s Super Cancelable, so he can go directly into a super off it. Which I should also mention, his super is a command grab too. You can combo a command grab into a super command grab. Mind blowing isn’t it?<br><br>As for dive kicks, they can lead to ambiguous/deceptive cross-ups and start combo’s since they are easier to hit deeply with or may even have a ton of hitstun, not to mention being a bit more safer to use. Sometimes. It really depends on the game. They all handle Dive Kicks or Dive Attacks of the sort pretty differently, although the general basic concept is the same pretty much = It’s mostly a rush down tool. Fortunately, KOFXIII is lacking in that regard, several characters have Dive Kick/Dive Attacks, but most of them are pretty unsafe or not that abuseable, save for Yuri who has a true Capcom style Dive Kick. Great rush down and positioning tool when used right.<br><br>I hope that helps, and I’m sure someone else can elaborate much more on them, especially when applied to Capcom games like Marvel. <br><br><br>
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<div class=“QuoteAuthor”><a href="/profile/6799/Running%20Wild">Running Wild</a> said:</div>I will say generally in 2D fighting games I play, block stun exists and you won’t be pulling reversal command grabs (or reversal anything) during blockstrings. Command Grab’s are a huge threat though since they obviously cannot be blocked, lead to big damage, and untechable knockdowns. Let’s take Clark from KOFXIII for example. His command grab, the Super Argentina Backbreaker has two basic versions - the weak kick version, and the heavy kick version. The weak kick version has a slow start-up, but he has full body guard point prior to the grab connecting, so he can use it to tank through attacks and grab his opponent, even makes a decent anti-air sometimes or as a move to scare opponents during wake up. Then there’s his heavy kick version, which comes out much faster, allowing him to combo into it, and is much more suitable for punishing unsafe stuff, and even works in tick throw setups. Then he has an EX version of the grab which starts up instantly with much longer range, making it great for grabbing opponents just slightly outside his normal command grab range, on top of that, it’s Super Cancelable, so he can go directly into a super off it. Which I should also mention, his super is a command grab too. You can combo a command grab into a super command grab. Mind blowing isn’t it?<br>
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Right; obviously a command grab isn’t going to be a great reversal tool, but if somebody with a command grab starts attacking you and you’re blocking, you can’t depend on just blocking to save you and you have to watch out for the throw as well.<br><br>I think I’ve seen what you’re talking about with Clark’s command grab having invincibility; after the utter lack of KoF streaming last night, I got Tara to watch the Evo 2012 grand finals in KoF on youtube, and in one of the matches Bala uses Clark and gets like three grabs in a row on Duo Lon; the armor on the move keeps duo lon’s pokes from interrupting it. Is having the armor on a grab common, or something special that clark has?<br><br>How exactly would knowing your opponent has command grabs change your approach towards them, or is that more of a character-specific question that can’t really be answered in a general sense?<br><br>Tick throws are throwing somebody right as they come out of blockstun, right? <br><br>Metagame questions: Always a good time.<br><br>Edit: Rekkas raise a similar question. When people talk about a character having rekkas, is that something that’s actually significant or just a “oh, this character has this thing they do and it’s their general game plan so obviously it’s going to come up in commentary about the game a lot”?<br>
Command grabs can be great reversal tools, but it really depends on the game. Typically, inputting a command grab during a blockstring won’t work, unless it’s not a true blockstring. Also if you are guarding a blockstring, they won’t get a throw/command grab off, but again, that depends on the game, every game has varying degree’s of things such as blockstun. There are games with large amounts of blockstun (KOF) and games with small amounts of blockstun (Street Fighter), so the threat of a throw/command grab is vastly different, but it’s still there, just very different timings.<br><br>As for Clark, his command grab has guard point. It’s not invincibility, nor is it armor, he’s actually guarding during the start-up of his grab. If a move has armor, they still take damage for whatever hits them during that move with armor. In Clark’s case, it’s a special thing he has and isn’t typically that common. In old KOF games Clark’s command grab did not have guard point at all, so it’s a new thing for him. Command grabs with actual armor aren’t that uncommon, Makoto in Street Fighter has an armored command grab through her EX Karakusa for example.<br><br>And yes, tick throws are exactly that essentially, but because of the varying degree’s of blockstuns in different fighting games, the execution of tick throws is different. One of the games I play has such heavy amounts of block stun, tick throws are practically non-existent. In Street Fighter, you can do something like Jab or Low Kick, then immediately go for a throw. But in games like KOF, the timing is completely different to do a tick throw off something like a light punch/kick.<br><br>Rekka’s… it’s a term that can describe a move that allows for a follow-up after the first part of the attack. Fei-Long’s Rekkaken from Street Fighter being the #1 example and where the term originates from. But yes, they are very significant, in Fei-Long’s case it’s a huge part of his offense, and rekka’s are a pretty common type of move in fighting games. EX Kyo in KOFXIII being such an example, as his Rekka has different follow ups.<br><br><br>
So when somebody has a rekka do you need to block differently against them or react differently to certain things? Or is it just if you get hit once, you know that there’s going to be this followup and so you have to prepare for where that followup leaves you?<br>
If you block the first hit of a Rekka, you block just like you would normally, they can choose not to go beyond the first hit though to keep it safe. They can also delay the follow-ups, but If they leave too big of a gap between the follow-ups though, you could potentially reversal them. <br><br>If you get hit by the 1st hit of a Rekka, you are gonna eat the whole thing.<br>
Ah; I hadn’t thought about the implications of being able to stop the rekka after the first or second hit to keep it safe, or delaying it to try and catch you. You’re right, that’s pretty significant.<br>
Tomorrow as in Tuesday or Monday? And where specifically?
And ck, to add a small point command grabs have a variety of effects that make the more important than normal grabs. Cerebella from skullgirls is the best example. She has one one for reversals, one to combo with, into an d out of, one to anti air people, one she can do from full screen for mix ups , one she can do for air to air resets, and a super that does big damage. Theres a ton of utilities for the beyond the scope of a normal grab, but it depends on the character and move in question.