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General/Other - Commando Commando Variation Discussion Thread

That erron black string can only be countered if the first hit whiffs IIRC, so it's not really a parryable string per se.

Also I'll be at EVO this year, hopefully there are some other commando kano's I can share tech with there.
 
Could somebody clear something up for me? With tick throws in MKX, is the idea to throw out an attack like a d4 and look for a visual sign as to whether it's blocked before throwing, or can you option select the throw to only come out on block? (If the option select, how do you practice the timing?)
 

FlappyDaniel

Snappin' spines all day e'ry day.
You have to confirm it. So it has to be off a read of their block or confirmed. It is REALLY easy to get tick grabs off of jump in kicks because the window to input the command grab is huge, but with just a D4 or D3 you kinda just have to go for it if you think they're going to block. It's punishable so it's a little rough if you guess wrong. It says Rib breaker is -21 on block (which doesn't make sense since it's impossible to block) but the recover is 35 frames, so on whiff would it just be 35 frames of recovery?. If you poke with D4 and it hits and you still go for it the opponent will be in some hitstun so it prevents them from heavily punishing the whiffed command grab.

I keep saying it, but all I would need to do MUCH better with this character is 2F4 to be an overhead on the F4, it already looks like it could be, just give it to us :p
 
So set the dummy to block random kombo and practice throwing blocked hits only? (As a way to improve reaction times, I get what you're saying above about the hit stun)

As for the f4 overhead, it would be nice. One day, maybe...
 

FlappyDaniel

Snappin' spines all day e'ry day.
Once you get the input down it's not hard to execute tick throws, it's just about inputting it when they'll be blocking. you do have a LITTLE time to try and react, but I'm not the one to ask for tips, confirming tick throws has been one of the things I've struggled with in match.
 
Could somebody clear something up for me? With tick throws in MKX, is the idea to throw out an attack like a d4 and look for a visual sign as to whether it's blocked before throwing, or can you option select the throw to only come out on block? (If the option select, how do you practice the timing?)
Yes you can option select it, just learn the timing in practice.
 

FlappyDaniel

Snappin' spines all day e'ry day.
I guess with how the OS works in this you would just not press anything if D4 is blocked or press an extra direction if you see it hit?
 

FlappyDaniel

Snappin' spines all day e'ry day.
So it's not an OS, it's just confirming it like I said. The window seems really small to cancel the D4 in the grab, I don't think you really have enough time to enter the grab in reaction to the block. Video would help a lot if there's some trick or timing since you're just saying "do it correctly and it'll work" which doesn't help a ton lol.

Edit: I just gotta git gud I guess lol.
 
How can it not be OS if it works as OS. You don't react on anything you do the same input for both situations but have different results.
 

FlappyDaniel

Snappin' spines all day e'ry day.
I see what you're saying now, I misread your post, the timing still seems really tight so idk how much I can delay it, but I'll lab it and figure it out.

edit: I just didn't know there was a window of timing where it would come out on block but not on hit. Thanks for the info brother.
 
Ok, I've got it a few times. The way it's worked seems to be by me doing d4-b-f really quickly, then delaying the 4. I tried doing df(delay)bf4, but couldn't get it to work that way.

As for getting it consistent, looks like it might take a while to develop the muscle memory.
 

Zatoichi

Fabulous Goofball
So anyone else throwing out 32 at all? On hit that leaves the opponent standing and you at an AMAZING hit advantage.
 

FlappyDaniel

Snappin' spines all day e'ry day.
funny you should say, it JUST got brought up in General discussion. I had no idea about the +51 (or whatever it may be) but I'll be experimenting for sure.
 

DFC

Cutthroat Truther
funny you should say, it JUST got brought up in General discussion. I had no idea about the +51 (or whatever it may be) but I'll be experimenting for sure.
I threw it out quite a bit when I played a ton of commando. Granted I never capitalized on that hit advantage. Looks like 32 then run xxd4xxdbf4 is a nice setup

And if people start jumping thegrab, you can keep them honest with d4xxchoke
 

FlappyDaniel

Snappin' spines all day e'ry day.
Finally got home. This timing window is pretty small, Idk any reliable way to tell if I'm even getting it right each time, I just have the dummy set to block random dummy and I feel Like I'm timing it the same each time, lol. Definitely will be invaluable tool once I get it down.
 
Can I get some opinions on jump ins? J3-dbf4 seems to be a safe option as on hit, you get a knock down followed by a whiffed throw that seems difficult to punish and on block you get a throw. It's not the most damage, but it looks annoying as hell to deal with if your anti-airing is weak.
 

FlappyDaniel

Snappin' spines all day e'ry day.
yes you should do tick throws off of JI3 and JI4 as much as possible. It's really easy to confirm it too, you don't even have to whiff it on hit.
 

imblackjames

Ive seen the leprechaun
Problem is: sooner or later they will start njp or armor on block and get a full combo punish.
Like i said before To stop them from njp d3-tick throw will catch them on hit or block. D4 works too and itll low profile under stuff its just harder to time
 

imblackjames

Ive seen the leprechaun
Also if u do just b1 after a jik its easy to hit confirm it to b13 and if they jumped u command grab if they block ur only -2
 
Managed to get the tick throw OS reasonably consistent earlier, and was actually able to get them to come out occasionally during a match! Not bad for two days practice.