I only had like 2 people ever use that button against me so I canât say I care, but it would be interesting to hear what people use it for other than confirms.
Sure lights scale the combos, but in certain situations they could still save your life, but if your forced to do the same stupid 2 combos over and over it becomes stale, speaking personally mind you, variety is the spice of life as they say. They just keep scaling back all the variety in the combo system over and over.
does his command throw have any special properties at all besides damage (and maybe stun)? extra range, throw invincibility, anything? iâm really struggling to figure out how itâs meant to be used. i read that its startup is really slow, like sf4 yun/yang slow, which just makes it seem totally uselessâŚ
The walldive is definitely a lot safer compared to SF4 where some characters can punish you with just about anything no matter where you are on the screen⌠but it looks insanely slow.
As for the command throw, Iâd assume itâs our SFV replacement for karathrow, dunno how big the range is but it mostly depends on the claw off normals and how + they are or how much pushback they have.
AFAIK, itâs a rushdown command grab, not a grappler command grab. Like how you mention Yun/Yang, their command grabs arenât Zangief-tier but they have their time and place. Even if you might only see it used once every 3 games by a Yun, itâs still good for punishing someone for just sitting on d/b once in a while.
Basically Iâm saying itâs for those occasional moments where you read that theyâre going to sit on d/b and do nothing else for a moment. Itâs something to keep in your pocket and surprise them with, NOT something to rely on as a punish/footsie/pressure tool. Vegaâs no-claw stance is more rushdown oriented, with better frame advantages in general, and his command grab is for those moments they decide theyâve had enough of getting their buttons frame trapped. Probably wonât be landing it every single match.
the thing is if they tried to tech youâd just get thrown right out of it. and with yun/yang they get a huge reward for landing theirs, vega gets like 50 extra damage.
That depends on the situation. If youâre at some kind of sufficient advantage, like a knock down, you can time it early enough to not get thrown.
Even if youâre not, theyâll have to throw you as soon as possible in order to beat it out. This leaves them vulnerable to early frame traps. If we were talking about the normal throw then the answer to this would be delay the tech to counter both option. Against the command grab theyâll just get thrown if they try that.
wakeup from a hard knockdown is the only scenario where this would work, and i donât even know how many of those vega has in the first place. maybe only one off his super. i donât think tick throws as they were in sf4 are even possible in sf5, it seems like youâll have to walk or dash forward after pretty much anything. in the general thread theyâre saying a single light attack will push you out of throw range.
Soft knock downs could still leave you at enough frame advantage to do it, it wouldnât take much. They might be able to change the timing to mess you up but that applies to the normal throw as well. There are also other situations such as after hitting an airborne opponent. Depending on exactly how fast it is it may even work after blocking a negative but safe attack.
For the second part, even if all standing and jumping attacks pushed you of throw range, it can still be used against delayed techs from neutral. When you walk up to throw someone and they delay tech because you might poke them.
If you can do it from outside of their throw range itâs damn valuable. It also beats delayed techs and teching during blockstun. This isnât SFIV, people wonât be trying to constantly backdash