What input do you prefer for command grabs?

What about the old rbs yamazaki type? F,B,D,U?

That’s Raging Storm… Command grabs are a simple hcb,f+p

Okay! I fixed it already! GAWHD!

Eh, I’m okay with 360˚s, but half circles are in general easier for me, as I use a pad. I can manage standing 360-720˚s, but I would much prefer a simple HCF or HCB or hell, even a DP to it on non-grappler characters who don’t revolve entirely around their command grabs.

360s and if you can churn that butter to increase the damage, then even better.

(I know it’s a pointless addition, but I just like it)

I like 360s if there’s a shortcut method (like how in sf4, you can do 412369 instead of a full 360), or skullgirls’s method of not jumping once it reads the half circle input. But I prefer half circles to all.

quarter circles

Dunno. I hate 3S but it feels good parrying with Alex into his hcb grab.

4123692+P all day son

I hate half circle command grabs cause you can only do then one way. With 360s, I can spin the d-pad in the same direction and still get the throw. 360 is a very versatile command once you learn how to do it consistent.

in HDR, you can do :360: or :hcb::f: to do an SPD. The latter input is much less convenient to me.

Half circles are more convenient for me

I’m okay with half circles and 360 motions, but I abhor any kind of 720. I can do a standing 360 in most games (Fuck you Marvel 2), and half circles are impossible to fuck up. However, I HATE tacking on a forward motion after a HCB. Just a cheap way of showing that you lack enough input variety to create new moves, so you add on one extra input and call it a new move.

Spoken from a pad player.

In before everyone hates on Chang thread.
http://www.youtube.com/watch?v=uaMWklBkxAI
http://www.youtube.com/watch?v=YBIz1XK9e50

I don’t even rotate the stick all the way. I flick it and the fucking thing does it for me…
Why would I want to be stuck doing a single direction, when I can literally just flick the fucker and not worry about it?

HCB+F is closer to a 360 than a half circle motion.
On one hand I like it (and double half circles) because when input correctly they eliminate any possibility of jumping, but you’re kind of breaking your flow going from back to forward after the half circle, the 360 feels like a more fluid motion.

That said, if you buffer it, you can do a 360 for a HCB+F and a 540 for a double half circle if you really wanted to, so you’re kind of getting the best of both.

HCB because you don’t have to worry about jumping. No overlapping commands is always a good thing.

Which is why IMO, more games need to implement 360 jump protection.

Depends on the throw. 360 just feels right for big grappler-character SPD-like moves, but other motions have their places.

The only one I’ve ever really had a problem with is Demitri’s 360, but VSav is a hard game in general, so I guess it’s whatever.

632146, Potemkin style.

Really though, it depends on the move. Different motions have different input times, which is a part of game balance.

number inputs confuse the fuck out of me.
Imagine number directions + tekken?

4,4+2…

smh