Cool, I might have to try and show up so that we can settle this shite! :bluu: I gotta try and get there to show him what’s really good:rofl:
Heh, if you can get it on a crappy pad, I should be able to get it on a Hori EX2. I also found that it works better as a cross-up…unless people already knew that…figures that I posted my question, went home for lunch, toyed with it, and within 20 minutes answered my own question Thanks for the help though.
And Luigi-Bo, his girl looked good at Screenz last weekend…I dunno dude.
well, I use the following to tick->throw ppl:
jump forward mp->throw
jump forward lk->throw
close standing mp (has to be a meaty)->throw
close standing lp->throw
close standing lk->throw
hehe, all work well. All can be reversaled of course.
jump forward mp->throw works well vs Hondas except against stored ochios. If you face a honda who knows about stored ochios, DO NOT attempt to even tick throw, use sneaky hooligans instead (learned this the hardway against Changhatai’s honda on XBL).
Stored Ochio is IMHO the reason why Honda vs Cammy match up is so F*cked. Cammy can do NOTHING against a decent Turtle Honda because you can’t even throw the FAT bastard without being ochioed. If they removed this stored BS, Cammy actually has a good chance of winning by rushing down a turtle and mix it up with throws.
Now you know why I turn every thread into a Honda-bash-fest. Stored Oicho Throw was SUCH a blatant glitch, and a SUPER obvious way to help balance him against non-Fireball characters WITHOUT hurting him vs. Fireball characters that it’s almost impossible to imagine that it’s still there. It’s almost solely the reason why I honestly believed, in vanilla ST, that Honda was 10-0 against Cammy. It’s bad enough without the glitch (maybe 9-1), but the glitch put it over the top.
- James
thanks faux!
I’m still trying to figure out these terms people use in here; what the HECK does “meaty” mean?
A meaty attack is one where the tail-end of the attack hits as your opponent is getting to their feet. It’s useful because, while normally the point the attack connects leaves so many frames afterward of recovery, if they’re hit later in the attack’s animation, then you recover faster compared to when the attack connects than you normally would. This allows for combo opportunities and setups that normally wouldn’t be possible.
A meaty attack is when you do an attack while your opponent is still downed but the tail end of your atacks active frames will connect as your opponent wakes up. THe easiest example that I can think of is using Fei Long’s crouching HP. You can do this attach right before your opponent rises, Fei Long will already be performing the attack and the end part of the move will still connect. MEaties are used to create advantages on block or create combos that aren’t possible otherwise. Plus if you use a mezaty, your opponent HAS to use a reversal ro beat it, so either they block it or chance taking damage by trying to hit 1 frame and reversal.:bluu:
thanks for the info, both of you it helped alot. I actually thought meaty meant to just hit someone very close but I was under a total misconception.
yes, i’m going to win the indy tourney, why do you ask?
what score? The only score is me, 1 million, you, like 3
unless you are talking about a money match then throw that shit down. I’m winning all my MM at indy btw.
ya its actually pretty good but i prefer MEATY STANDING FIERCE, and you saw how well that worked against sagat.
Haha, too true. I’m still trying out a lot of the combos and suggestions that you guys have put up.
I know people already replied to this, but I just had to mention one thing…
“Meaty” attacks don’t just happen on people getting up from the ground. They happen on people landing from reeling in the air, too…which is why anyone with a hold (Dhalsim, Balrog, Honda, Ken, etc.) has throw loop shenanigans.
The basic idea is that you’re sticking out a move through your opponent’s non-hittable frames so that, when they become hittable, your move hits right before it starts to recover. (The last hitting frame, if you will.)
Heh…I just had to edit my FAQ for that.
Is spinning backfist full body invincibility? Or just invincible to projectiles?
And what using it against sweeps? Not that I don’t or do think it’s practical or anything, but does it work?
How the fuck does Cammy even get close to ehonda, when he’s getting spastic with that damn headbutt. Is there a worse match up in the game, lol?
It’s 2/3 invincible. Her head can still be hit (so fear Akuma’s air fireball, Sagat’s high shot, etc.).
Read the first post (with matchups and whatnot) and go from there. It was either here or a different thread that I saw this bit of advice:
“When facing Honda, a good strategy is to switch characters.” (para-phrased)
Hey thanks alot. I just found out that I do that all the time but didn’t know there was a term for it lol. I usually use low mk or standing mp or hp
lol i found out meaty close HP to standing far HP works on sagat, maybe others.
Is that the elbow or the fist of standing :hp:? If it’s the elbow…that’s really good news because the Cannon Drill and the Spin Dive Smasher are just about guaranteed to combo from that.
i’ll mess around with it see what I can find as far as stuff that works consistantly