Necalli’s Command throw can only be done within the range of 1 ticked jab and only the LP and EX versions. Anything else and he will be pushed too far out of range. You can also throw from 1 tick away. Regular throw starts up in 5 frames, Command throws start up in 8, but cannot be teched. The damage from an LP command throw is only a little less than off a normal throw, but also builds less meter. Command throws do not reward any sort of set up, regardless of V Trigger mode or not. Consider these things when using different throws.
When an opponent is stunned or has whiffed a large recovery move, always use the command grab for maximum meter gain. It also serves as a solid newbie punish.
An extremely meaty st.lk into LP/EX command grab works, but it’s almost impossible to time. You literally have to do it on the last possible active frame.
When you land a jump in, regardless of whether it’s blocked or not, is a great time to set up a command throw. Typically if you are able to react in time, you should pretty well always take the damage, meter, and stun rewarded from a st MP/MK Combo starter.
Knockdowns are also a great chance for a command throw attempt, however you will not have time to set up a 2nd command grab after landing a first one. you are left too far away from the opponent’s corpse and cannot reach them before they wake up. Crush Counter knockdowns are always untechable so you can dash their corpse into the corner as much as you can to set up here as well.
Dashing in is always a great way to catch someone turtling (especially in the corner) and the V Trigger dash is just ridiculous.
Lastly, when 2 players happen to fall at the same height and will land next to eachother, a 5050 will occur. You can also force the 5050 off of EX Command throw but I will talk about that more in another post.
These are pretty much your options in 5050 situations if you want to set up grab mixup:
- Throw (command or normal)
- Jab > Throw (command or normal)
- DP (FP or EX)
- Jab > DP(FP or EX)
- Jab > Overhead
- Jab > Block
- Meaty Heavy
- Low Light
- St MK String
So when I say this, these are things that someone might think are coming in place of a command grab. Leverage risk reward in accordance with the different options. A DP beats the most options, but loses very hard to blocking. So that skews the risk very high. A command grab does not, but it is basically the anti-option to their DP bait. Being extreme will cause opponents to shift their defensive style, whereas using something with a lesser risk will not influence as much of a shift in their defensive style.
These all will work in different situations and will cause your opponent to defend in different ways. Adding a tick (jab) will keep the opponent ground if they are attempting to jump or reset them if they back dash, and also helps the start up time to the grab or any other move because the opponent is locked in block or hit stun. Meaty grabs should always beat any normal attack but this can be difficult to time precisely with 100% accuracy even for experienced players because of different wakeup options. The tick will also provide an easier meaty timing in most cases. It can also save a failed grab setup in case they do happen to get reset or the jab is mistimed because you can react and block/DP instead of whiffing the grab.
The basic idea is you want to scare or condition your opponent into doing something and then react with the appropriate move. Sounds easy enough right? But it can be a pretty complicated game of ro-sham-bo.
First of all you want to see if your opponent is even reacting to what you are doing, or if they are just using the same option each time the situation arises. After blocking a jump MK and they simply block your st MP > cr MP xx Stomp combo, next time try a throw. If they eat the throw, chances are they are going to eat that throw again because they aren’t changing their defense in response to the different options they have seen you go to.
Using a tick or block string is a very safe approach to try and learn how your opponent defends / getting a read on their defensive style. Going straight for a command throw or DP is a very risky approach, but this might also instill a greater fear into your opponent in regards to what kind of player you are and the gambles you will take. someone who gets a jump in blocked and goes straight for a DP is definitely seen as a nut but you can take advantage of this and use a throw next time because they are definitely fishing to CC punish your whiffed DP.
The greatest players will always have a varied defense. It is up to you to create sequences using different strength normals to try and pinpoint their escapes, and use enough grabs to keep them squirming. When you sense they have had enough and are going to go for an escape, throw, or strike, you have to be on top of them with the DP. IF they are DPing you every single string, bait it out and rock them.