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Grabs are sooo good in scrapy and ambiguous situations#873

Nerfing grab frame data was a much needed and apreaciated change, but the instant nature of shields makes so that grabing people trying to get out of strings and techchasses is often the optimal option(like in many other situations).

Even if people are not getting away with spaming grab to beat spotdodges, a lot of characters can still get away with buffering a jab after wiffing the grab, so they end up not getting punished anyway.

On top of that, shield pressure can feel inconsistent ‘cause you can sometimes hit a perfectly spaced aerial and try to follow up with a jab to condition and mantain pressure, only to get intercepted by a grab (now bufferable!)

To aliviate some of this of It think it would be very interesting to extend the grab invul of characters during jab 1. Right now, everybody has grab invul on their libs, it could be extended to every part of the character that has a hitbox(again, this would only aply for jab 1). This compensates the fact that most jabs have the character projecting themselfs forward.

They would be better for pressuring shields and for escaping strings and techchasses. It wouldn’t make them overpowered, tho, ‘cause jabs 2 and 3 would remain unchanged and all of them would still be weak against FH and holding shield.

And of course, having jab beat grabs more consistently would reforce the old RPS of shield>attack>grab>shield.

6 months ago

More grab invulnerability on normals makes sense. I have had a few times where I am grabbed during orcane ftilt’s start up. In general more things should beat grabs

6 months ago