There's a fun side tangent to this kind of topic, and it relates to how grabs work within Blazblue (or at least the C series, Idk bbtag scripting but i cant imagine its very different) Grabs in Blazblue pretty universally work by having a "catch" state that then transitions into a separate "exe" state upon a successful hit. This is the trait that they all, from the universal B+C yoinky, to the fancy astral finish Kokonoe just hit you with, share. What's very important to note is that all grabs in Blazblue still have standard attack hitboxes even though they can *also* use a traditional distance check to determine whether a grab was successful or not. (Think of the distance check as a special qualifier on whether the game will allow the hitbox to actually register its hit) As a result of this, the distinction between "unblockable hitgrab" and "command grab" kind of doesn't exist within Blazblue? Or at least it's hard to draw a clean line. Whether these grab attacks have distance checks, whether they can hit airborne, grounded, or both, whether they will purple in a combo, these are all properties literally set as variables when initializing the one singular throw function.
Coffin is weird and bad but I think there's some reasons it's like this. From a balance perspective they probably wanted Dizzy to have some reversal but didn't want it to be good which makes sense to me, it'll work sometimes but it's overall a bad tool. Regarding the hitbox itself, I think part of it is that grabs in this game hit both ways. If you teleported behind Potemkin while he does pot buster you'd get grabbed on the other side. This looks fine on Potemkin, he just turns around, but would feel weird with the visuals of Dizzy's coffin super.
On the topic of grabs that aren't grabs, there are no airborne command grabs in XX (Xrd adds some but XX games have 0). I think most people know that heat knuckle is an unblockable you can slashback (or blitz in xrd) but heavenly potemkin buster is the funny one IMO. Bridget can have Roger out below her in the air and HPB will just hit Roger and lose its hitbox.
i straight up have a copypasta of how metagiri works so i can pull it out to explain how it isn't a command grab and what differences it has from a throw. hate how it is weak to blitz in xrd.
Nah i was hoping Dizzy's "floor super" would come back, or at least have a new version. It was a fun way round get ppl off you and set more stuff up since she didn't have a close reversal. They really should add a new version
You never fail to impress me with awesome video game concepts. I hope one day you will cover the wonderful world of on-hit defense in melee style platform fighters because I think you would have a laugh learning about turning combo starters into being punishable on hit by crouch canceling with ASDI down