1 good way to grab: During the auto-run frames of a dash. (I'm not great at this myself, so bare with me, lol.) After tapping
, input the command for your grapple. This will make you do the minimal distance for a dash, and then instantly go into your command grab. This is best employed after blockstrings / expected frame traps, and when they expect a hop, or crouching normal from you.
Rolling into grab is very unsafe, generally. Since you can be thrown out your roll! It's best to only do this after Guard Cancel evasion of laggy moves, or after using plain roll to roll back in a corner VS a laggy move.
For me, I also liked throwing in the Strong Version of the grab, to punish whiffed DP's and poorly spaced pokes. Also, if you scare a person into trying to roll out of your on-wakeup strats (like people who don't have DPs, or know they wanna avoid your Guardpoints), chasing them with the strong Maxima Press is a great idea. (very old-school Clark-like, as well.)
I don't know of any reason why it'd be of no use to SC off A Vapor Cannon. You shouldn't have to super cancel off EX vapor anyway, just run in, and meet the wall-bounced opponent with the regular (or EX) DM. So far, I'd rather save 1 DM of meter for Weak Confirm -> EX Vapor -> Dash up ->
+
into
Vapor / A.Air Throw.
And generally speaking, any close weak attack will NORMALLY "combo" into an instant command throw in KoF. Sometimes, it's not a "real" combo, as it's apparently just grabbing them RIGHT after the hitstun of the light wears off. But yet, some will even combo from far weak attacks (Like Shermie's first hit of st.
into hcf+
throw, from full
kick distance!). I haven't had enough time with XIII Maxima to test what he can do with this knowledge, but I'd guess he can land Maxima press off a close
, and possibly the EX Press off a far
....