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General/Other - Commando Commando Variation Discussion Thread

MsMiharo

Kuff Bano
Can someone check if they fixed choke? Like does it connect after f33 on hit? If it does it's huge, if it doesn't I'm fucking pissed.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
All B131+3 does is make 321+3 redundant now, they should've just changed the scaling on it.
 

LEGI0N47

I like to play bad characters
All B131+3 does is make 321+3 redundant now, they should've just changed the scaling on it.
It does but the same could be said for Cyber strings in a way. I'm good with it because there are some things that are just out of range of 32 so it just makes some things a touch easier to punish.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
It does but the same could be said for Cyber strings in a way. I'm good with it because there are some things that are just out of range of 32 so it just makes some things a touch easier to punish.
I'd agree with you if B1 and B2 didn't both have uses but Cyber relies on both B1 and B2 so it doesn't apply to that variation. Commando has no reason to use standing 3 as a starter right now other than 321+3 but if they give him B131+3 then it makes 321+3 redundant because B1 does pretty much everything 3 does but better lol.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Lbsh, 32 was always redundant and just kind of forced into use because the execution for Kano ball cancel njp left us desperate for damage.
I know, that's the point I'm making. Besides random tech like 32~whiffed low parry (which is +3 somehow) it was useless up until they introduced 321+3MB....which was still useless because it scaled more than ex ball cancel. They should just adjust the scaling on that instead of adding it to B131+3 because it's going to go back to Redundancyville and tbh B131+3 is going to live there with it.
 

MsMiharo

Kuff Bano
I'd agree with you if B1 and B2 didn't both have uses but Cyber relies on both B1 and B2 so it doesn't apply to that variation. Commando has no reason to use standing 3 as a starter right now other than 321+3 but if they give him B131+3 then it makes 321+3 redundant because B1 does pretty much everything 3 does but better lol.
To be fair f3 1+3 in cyber is pretty useless. I would've liked if they made 32 1+3 safe though. 32 is an ok string.
 

Phosferrax

Original Liu Kang cop.
This pisses me off. It's probably a play style thing but I base a lot of my game around that move
Well now that they can no longer take the hit of f33 due to being hit by the grab, it at least increases the incentive to block the second hit.
 

Error

DF2+R2
I know, that's the point I'm making. Besides random tech like 32~whiffed low parry (which is +3 somehow) it was useless up until they introduced 321+3MB....which was still useless because it scaled more than ex ball cancel. They should just adjust the scaling on that instead of adding it to B131+3 because it's going to go back to Redundancyville and tbh B131+3 is going to live there with it.
It's just a reality of games with combo strings that there will almost always be useless strings, honestly, 32 can stay irrelevant.
 

SPY

Noob
If we don't get it all (which I don' t see why not with all the other stuff in the game) and I had to choose what we get to keep I would say cmd grabs comboing on hit, the plus on hit choke and 22. Personally I think it's a no brainer to have the new string of b131+3 and that shouldn't even be a consideration for keep or not. So basically I don't care if the b1 tick and hit buff goes away. Think we'd be solid AF without that since that's what people want to cry broke on.

What about you guys?
Fix for 2\112\Choke\C.grabs wiffs is necessary. I'm pretty sure that NRS won't fix exKnives whiff, because it requires change in universal animation.
+frames on hit for Choke is very good.
22 is so-so, but if NRS won't keep grabs on hit and i'm pretty sure they won't, 22 will be good source of additional damage.
Gap on B13 is sad, but i'm said to people multiple times that if they want more tick throws on normals they will need to pay for that with less blockstun or less cancel advantage on said normals.
Overhead Airball is fine. Little gimmicky mix up with b3,f33\airball after block staggers. Too bad B1 will not work for that with that gap.
If there B131+3MB - it will be just as bad as 321+3MB, if not - it's ok, i guess. I really hate when devs add fix for a problem that already have solution(exBall cancel). If NRS added more +frames on exBall cancel for guaranteed jip or increased hitbox on njp, then there weren't reason to add 1+3MB.


My ideas for fixes:
F4 must hop over lows. It looks like it should.
exParry is currently outweighed by exBall. There was multiple ideas around this issue - mainly make exParry catch both high and low, but give additional damage on correct parry.
D1 - make it 7frames startup. Currently it 9f mid, while all other Kano crouching normals are 8 and fastest standing normal is 8, it have no range and -9f on block with 0 pushback. In theory It usable as tickthrow in Commando, but slow start up and zero range make it bad idea. Plus it will improve Kano up close game, if applied.
 
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ll Nooby ll

To Live is to Die
Does anyone who have the beta knows how D4~Rib Breaker works on block? Right now if you block the D4 and release block and go to neutral, the grab will whiff.
 

VoyagersRevenge

AUGMENTED
Yeah but you'd have a sweet guessing game between f33 grab f33 choke since they can't neutral jump choke.
Could be too much though. f33 into tickthrow on block and hit. But if they jump out and you guess it, f33 ex upball.. We're safe and gambling a bar to keep the opponent frustrated. It would have been a sick 50/50. Honestly if I made the calls I'd give it to em lol.
 

VoyagersRevenge

AUGMENTED
Does anyone who have the beta knows how D4~Rib Breaker works on block? Right now if you block the D4 and release block and go to neutral, the grab will whiff.
yes so D4 tick is avoidable by standing and crouching quickly with out holding block. Not sure if this will stay that way. D4 on hit still opens up pressure for a B1. D4 and B1 is his life right now.
 

ll Nooby ll

To Live is to Die
yes so D4 tick is avoidable by standing and crouching quickly with out holding block. Not sure if this will stay that way. D4 on hit still opens up pressure for a B1. D4 and B1 is his life right now.
And I wasn't always like this, right? I remember playing this game in the early days and it used to be a true tick. And you even couldn't jump out of it.
 

imblackjames

Ive seen the leprechaun
in the beta you can neutral duck d4 tick throw on block? that sucks.....i wonder why they changed it so that happens
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
in the beta you can neutral duck d4 tick throw on block? that sucks.....i wonder why they changed it so that happens
I think they reduced the block cancel advantage of D4 because D4~DFB4 now works properly as a tick where it didn't before.