interesting find but how are these even useful in a real match?
They really aren’t all that farfetch’d if you can use them under the correct conditions. Yesterday after forward throw I did hop forward meaty cr. mk to ultra 1 against an El Fuerte player.
good players don’t mash crouch tech on wake up and that’s most likely what happened
also take in to account elf’s billion wake up options against that, or what any half decent player does on wake up… block
that’s only some cute shit that works once in your life… ie. not when it matters
if you wanted to do something like that you would use a setup that includes a hit confirm, maybe down lk x3
I think right now the hop meaties aren’t overly practical unless you have them practiced to the point where you have the timing down perfectly, but even then they are still unreliable.
If someone can brainstorm a way to make the resets be more braindead, they go way up in value IMO.
I think Elec is the only ones thats workable because it’s the only one that you don’t have to time and that is actually ambiguous.
I could see them working if you show that you go for throw on wakeups. Mixup like everything else. the Key is not doing the same thing more than once or twice.
Is it possible to be plus more frames than ten after a blocked fierce electricity if done as a meaty …?
possibly plus thirteen to fifteen so ground version of shout of earth will be blocked without interruption…?
Any thoughts on how to test this or how a meaty electricity works will be much appreciated…
It’s probably possible, but I have no idea quite how to get it to work.
I’ll add it to my stuff I’m working on and get back to you.
Elec functions different on whiff/block/hit, so I’m not quite sure how to frame count it correctly, but I can probably get something.
Don’t think it’s possible. I’m pretty sure electricity is only active for one frame at a time, except maybe the last portion of HP electricity (I think the last portion is active for 2f, but I’ll check the hitbox data later when I get home). So at most you can only be at +11.
oh you are right I just went and looked at the frame data, the only elec you can properly meaty with is lp, but at best you can only get +8 off of it.
lame, i thought they were all active for that long at a time.
when an opponent blocks the first active frames of electricity, such as a jab xx electricity, blanka is at plus ten and then the rest of the move still has to finish its animation.
I figured that the since the WHOLE move is about sixteen frames, an opponent blocking on the last spark of electricity would still leave blanka at plus ten but would add more frame advantage since the electricity is hitting later and the electricity ends earlier…
I know that the electricity hits one on one off but again was thinking about the move as a whole…
Does anyone know a reliable way to try and test it…?
scumbag, the problem is this. when you do a burst of hp electricity normally, Blanka is active on and off for 1 frame at a time normally, but the second you make contact the electricity is canceled and further bursts of it actually don’t go off, then you instantly go into recovery frames which is what I meant about it working differently on hit/block/whiff.
A frame perfect setup for 14 chip is sort of iffy anyways, you’d better off of just doing a meaty u2 and having the spacing you want.
okay, that makes sense…
is there a mistake in the framedata?
close st.MK is +3 on hit and comboable into far st.LP
overhead rockcrusher is +3 on hit and NOT comboable into far st.LP
far st.LP has 3 startup frames (hits at the 4th frame), so I think close st.MK has to be +4 on hit…
EDIT:
or does 3 frame startup mean it hits at the 3rd frame?
the MvC3 guidebook is written that way
so confusing…
sf4 frame data is written so that +3 means a 3 frame jab combos(2 frames of actual startup).
Also overhead rockcrusher -> far lp is comboable, it’s just it pushes blanka so far out of range that you can’t really do it unless you are in the corner against fat characters, or if you hit only the 2nd hit.
I do a lot of sweep, dash, 1 hit overhead, that hits meaty, but doesn’t give additional frame advantage, but I still combo into st.jab fine.
This says it is only +2 on hit, that would make sense.
Sorry, thought you were talking about the non overhead version.
overhead crusher, not normal crusher. They aren’t the same move
so the AE rockcrusher buff is only lesser pushback?
or do we get some frames too?
less pushback. +1 or +2 extra frames of advantage on normal rockrusher
less pushback. Unknown changes to overhead rockcrusher.
Someone with the mook data should really post it.
Pope, woods, shit etc… thanks anyway. I just misread.
Hi, what are the legit uses for using the overhead rockcrusher? It would seem that you’d have to condition someone to crouch block for it to actually work… ever. The startup is so frikken long, it’s like Blanka does that thing people do on a first date in a cinema; pretend yawn and then put your arm around the girl. Has the same cheesy feeling anyway.
I think I’ve only ever hit someone with it by accident when I whiff a hop>ultra or something. Can anyone tell me when/where/why they use it, I just want to get some ideas. I doubt it has any advantages over normal rc when used meaty, although maybe that is the only place for it? As an AA move it would be a total pain to get used to the execution.