I still don’t believe doing a move as a meaty changes the advantage on block or hit if you FADC it. Usually the advantage depends on the block- or hitstun inflicted and the recovery of a move (which consists of the remaining active frames and the recovery frames). If you FADC a move this changes, the advantage now depends on the block-/hitstun and the duration of the dash after the focus cancel, recovery frames and active frames do not matter any more (doing a meaty move only shortens the remaining active frames).
Example: a blocked slide FADCed with a forward dash always has the same disadvantage (-4 oder -5? don’t remember any more), no matter how early/late the slide connects.
No you’re right, fadcing a meaty move doesn’t change its advantage, since the hitstun and blockstun are fixed. I was too eager to see bigger numbers so that slipped my mind lulz.
You can however, get counterhit and meaty advantages to stack otherwise. This is probably most obvious with cr.mk.
Slide, forward fadc is -3 on block also since it has the same blockstun as cr.hp.
The risk reward isn’t there for a cr.hp, forward fadc, I think. It feels a bit gimmicky because once your opponent catches on, you’ll get thrown/dp’d every time. But as with anything, it doesn’t hurt to play around with it and see if there are any other benefits.
The cr.hp by itself may be safe to throw out there though. The spacing may make the cr.hp safe.
I know I can play alot better than this, but I was nervous as fuck knowing who I was playing, and Air’s fireball game is STUPID good. I played a bunch more with him, started taking rounds and shit, but I just couldn’t beat him.
apparently he currently resides in Vancouver, and will be @ Canada cup in a month!
edit: you did well ndr! Lost the first game because you messed up your DR (happens to the best of us, lol) and you guessed wrong on the U2. When I’m at about 3/4 screen away, I like to just whiff moves for no particular reason and buffer qcfx2s at the same time so that I can react to FBs by pressing 3K. It has made it much easier for me to punish fireballs instead of straight up guessing.
This has also been fairly useful against random dash punches from Balrogs~
PINK BISON OF DOOM! It’s not really a good video of me (pretty bad actually), but the end is funny
[media=youtube]AN6-0sWvBNg[/media]
On a more serious note, I think I did okay against this Ryu:
[media=youtube]RXl0HSkftGs[/media]
I at least attempted combos. I think I’m pressing LK too fast and that’s why the scissor kicks aren’t chaining with it. I also have stop doing random ultras and thinking that I can “combo” with a jumping HK cr.HK with Bison, lol.
Good playing. Keep him in the corner next time (round 1). It looks like you got nervous and kinda panicked which let him escape. If you would’ve just turtled right there and kept him trapped in the corner, you would’ve held on to your positional advantage.
That sucks. You would have had him the first round if not for that messed up devils reverse. Some specific notes:
-At the end of that first round, you didn’t need to go for the max range EX psycho. Once you have the life lead, you can neutral jump fireballs all day. Avoid risky offense and make him come to you instead.
-The ultras really killed it for you. Don’t try to anticipate the fireball, since a good Ryu will never throw it when you expect it. Instead, use the threat of the ultra to close distance and work them into the corner.
-Crouch fierce jump ins. I know it’s hard to react with, but it’s your best weapon against shoto jump ins. Once they know you can stop the jump, it forces them to have to approach on the ground, where you have the advantage.
-I LOVED the downback when you had him in the corner.
I think this is a good example of why b,f,b,f+KKK Psycho Punisher isn’t as bad as it seems. You pretty much giving up all your specials to guess an Ultra when they’re expecting it while you’re way out of poke range. That’s your only option and he knows it.