Grappling Goodness
The core of this thread is trying new/old/forgotten games and their grapplers in particular and giving a run down. So people that enjoy grapplers know which games they should try out for some diversity. Please add grapplers to the list if you know of any or you want to elaborate on some of the ones already posted.
-=SD Hiryuu no Ken=- SNES
Powers:
An Ultimate Warrior looking grappler, all his special moves are grapples which is cool.
Game system allows throwing people out of hitstun.
He can negative edge 360 his command throw, really Hawk’ish.
Running Power Slam - Running command throw
Hold b, f+ Kick button, strength of button determines how far he runs. Running grab that leaves the opponent fully mobile. Combos of his normals
Spin Breaker - Command throw
360 + Punch button, strength of button determines damage. Command throw with great range and sick damage, can be negative edged after his faster normals. AWESOME
Sacred Slam - Command throw - SUPER
First avaiable when you got 15% health back.
HCF,QCF + Punch button, I N S A N E damage, like 65% or so. Can be attempted after fast normals.
Overall a nice grappler, he plays like the good old ones. Having to work to get in and then unleashing combos ending with 360 or SUPER.
-=Tuff E Nuff=- SNES
Vortz:
A grappler resembling the pancrase /shoot wrestling style in clothing. He has a shoulder tackle, charge move + punch. Anti air move done by qcf + punch and
Muscle Buster command throw HCF + Heavy punch. One thing I hate is when command grabs almost have the same range as regular throws, it kinda
beats the purpose and ending in F+ Heavy punch means sometimes he attempts regular f+hp throw instead.
Bleh, not my kinda grappler
-=Breakers Revenge=- NEO GEO
Condor:
His command throw 360, doesn’t have much range and further it spaces out Condor from his enemy. Regular powerbomb throw is better since you have wake up opportunities. Sick normals that are linkable, sick anti air Tooomahooook which can be followed by his super
2xQCF +Punch. Powerful and easy to execute super, his super command throw Moonlight Breaker is okay, but mostly you don’t have the opportunity to land it.
In my opinion he doesn’t play much like a grappler, but powerful indeed.
-=Fighters History Dynamite=- NEO GEO
Marstorius:
I only played around a little with this guy, so I can’t say much except he definitely plays the old school way. He can throw people out of hitstun with his Double German,
HCF or HCB + Punch. He has a Lariat done by charging back then forward + Punch, strength of punch determines how far he travels. Mostly the lariat is used to position
him after he lands a Double German.
Definitely fun to play around with ALL about grapples, that’s how I like them.
-=The Rumble Fish=- PS2
Orville:
This guy really has to work, his command grab has limited range but does tremendous damage. Feels like he is a Pretty Fighter character stuck in a Rival Schools game.
-=Double Dragon=- NEO GEO
Abobo:
I’ve only played this guy a little. Negative edge is possible. Timing is funny with command grabs, almost like d+forward -> Hadoken
Game system allows you to grab people out of hitstun, so all his command grabs are comboable.
Giant Swing - Command grab
HCF or HCB +Any button, strength determines damage
Hyper Bomb - Command grab
QCF+Any button, strength determines damage
Charging Axe Handle:
f,d/f, d+Any button, strength determines damage
Ground Smash: SUPER
f,d/f, d+ 2 Buttons
Morphin’ Military Press Slam - Command grab - SUPER
HCB or HCF +2 Buttons
Insane damage and comboable.
I’m not good at this game, but this guy seems like he has the right tools to be dangerous.
I’ve always been into playing grapplers since I tried fighting games many years ago.
The playstyle of grapplers has changed quite a bit since I first started enjoying throwing people around.
I think for the most part the game systems no longer benefit command throws as much as in the old days.
In ST both Zangief and Hawk use their grapples actively, meaning they will attempt to grapple you offensively and defensively, after ticks.
whereas high level play in modern fighting games, command throws are mostly punishers or occasional jumping attack followed by tick throw.
I cater much more to the old style of grapplers, Hawk and Zangief in particular. Hawk being pretty simple to play, whereas Zangief offers more variety, since
he has a whiff animation. Hawk is more robotic, since you should attempt negative edge 360s all the time, Zangief is all about mind games.