If you know Tekken throw system, grapplers throw mixups are much harder to escape (you have to guess) than anything else and an integral part of their gameplan because of the threat they pose. Marduk tackle and King full swing are legendary for this. They definitely deserve to be in the discussion.People gotta stop bring up most 3D fighters "grapplers" into this discussion (ie King). All of their throws are escapable so they are designed to be hybrid grapplers that function more closely to the rest of the cast.
I do know Tekken's throw system and their "grapplers" have the weakest actual throw game in the archetype. A 1/3 escape option that you can see once trained (regardless of King having one that looks like a 1+2 break while being a 1 break) is still much less threatening than an inescapable throw. Nevermind the fact that you can duck or step the throw attempts as well, which are both lower risk options than jumping in a 2D game.If you know Tekken throw system, grapplers throw mixups are much harder to escape (you have to guess) than anything else and an integral part of their gameplan because of the threat they pose. Marduk tackle and King full swing are legendary for this. They definitely deserve to be in the discussion.
We don't compare the strenghts of 2D grapplers against 3D grapplers here, but how strong they are in their respective games. They don't play the same as 2D ones, but there are grapplers archetype in 3D games and they are not weak nonetheless. So yeah, we can talk about them.I do know Tekken's throw system and their "grapplers" have the weakest actual throw game in the archetype. A 1/3 escape option that you can see once trained (regardless of King having one that looks like a 1+2 break while being a 1 break) is still much less threatening than an inescapable throw. Nevermind the fact that you can duck or step the throw attempts as well, which are both lower risk options than jumping in a 2D game.
If the question posed is about 2D grapplers and how to "fix" them, I don't think bringing in the weakest grappler throw game is the solution. Unless you think homogenizing the roster and changing how the command throws work fundamentally in 2D games is the move (give everyone a command throws but make command throws significantly weaker). But you do you.We don't compare the strenghts of 2D grapplers against 3D grapplers here, but how strong they are in their respective games. They don't play the same as 2D ones, but there are grapplers archetype in 3D games and they are not weak nonetheless. So yeah, we can talk about them.
There is nothing to fix as the consensus here is that they're not weak, 2D or 3D. Don't put things in my mouth about homogenizing the roster or that 3D system is the solution.If the question posed is about 2D grapplers and how to "fix" them, I don't think bringing in the weakest grappler throw game is the solution. Unless you think homogenizing the roster and changing how the command throws work fundamentally in 2D games is the move (give everyone a command throws but make command throws significantly weaker). But you do you.
Lowerd end of the mid tier. More of a noob killer than a menace against top players.
I sent so many players to HFIL with him.Z Broly is the future imo
Mixing Grappling AND Zoning is genius.
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Hyun Sai has already given an answer, but going further the thread isn't about 2D grapplers.If the question posed is about 2D grapplers and how to "fix" them, I don't think bringing in the weakest grappler throw game is the solution. Unless you think homogenizing the roster and changing how the command throws work fundamentally in 2D games is the move (give everyone a command throws but make command throws significantly weaker). But you do you.
We don't compare the strenghts of 2D grapplers against 3D grapplers here, but how strong they are in their respective games. They don't play the same as 2D ones, but there are grapplers archetype in 3D games and they are not weak nonetheless. So yeah, we can talk about them.
Sure, why not? I'll look at the OP again to see where I got this impression:Hyun Sai has already given an answer, but going further the thread isn't about 2D grapplers.
Nothing in the OP states 2D only, and while the example the OP gives is Street Fighter, the thread is explicit about not talking that specifically by making it clear the threads scope is "various fighting games over the years" of which 3D fighters are most definitely included.
If you can quote where exactly the OP talks about how the thread is about 2D grapplers, go for it, but I don't see anything in the OP limiting it to 2D fighters.
Shotos and zoners don't exist in 3D fighters.There are many exceptions of decent grapplers in various fighting games over the years, but it you look at the major fighting game archetypes--shotos, zoners, rush down, and grapplers. Grapplers are caca--generally.
Different sized HP amounts don't exist in 3D fighters.I think it is generally because developers overestimate the importance of health/vitality. Bigger health pools is seen as the number one balancing mechanic of grapplers. However, health alone doesn't really do it.
Correct. Along with the entire roster having command throws, all of those throws can be escaped, and evaded easier. There isn't a modern fighting game where command throws are less threatening than Tekken.Grapplers in 3D fighting games aren't inherently problematic because everyone plays at range 0-1. It's as simple as that.
Don't let a grappler lie to you, because once they're in, they're a pain if they get the right reads with mental stacks.
Don't let a grappler lie to you, because once they're in, their a pain if they get the right reads with mental stacks.