Just in case, the "@cmd position" values are not just coordinate values on a sprite or something. Instead they are distance values relative to grabber's position(offset). So you should count the offset to offset distances of the entities.
This is where Fighter Factory comes handy

. He calculates the coordinates from the sprite offset - look at the "position", in the bottom left.
(you won't see the cursor on this screenshot because windows doesn't grabs it). Once you move the cursor, the position is updated on the fly.
Thegr8test Entity overlay is bellow the Delay settings. I use one of the entities I have on the game as a base, since its small enough to not cover the base sprite. Take a look:
With this method, the value is stored on that feature (so you don't need to write it down somewhere) and if you change the animation frame, the overlay will be on the previous position, which helps you to get the target trajetory.
Extra tips:
- When using the @CMD POSITION, never uses 0 at Y position. Because some configurations, like RISEATTACK or SPECIAL on enemies will make them try to break free from the grab. Plus, if you use 0, the commond land routine will take action (the screen will quake and the land sound will play). Use 1 or higher instead.
- When releasing the target to throw then, I often use a POSITION before the throw, to reset the target X and Z position to 0. This avoids me to take care about walls.