im thriled you came thru to the forum to do some investigative work! i used it in other situations aside from cr rh knockdown (my most familiar setup)last night then after a while i was just throwing em out there since im trying to get used to all aspects of of that move. nonetheless great games ill add ya and get at ya soon!.
Sorry, you’re right. Though it is for hp ball. St.mk or walk forward st.hk work. Mp ball needs a dash st.lk
For yun’s ex lunge, make sure you mix it up or else Yun will pull out his command throw. That things distance is 1.3, shits crazy
could some one tell me, what’s a meaty attack, and any example with gouken… im kind of confused
A meaty attack is any attack on an opponents wake up that is already in the process of hitting before they get up. They basically wakeup into an attack.
Some people will refer to a jump in as meaty if it hits deep, I’m not sure this is the same thing.
So basically it’s when you force your opponent to wake up into the active frames of one of your moves.
An example can be as simple as a c.lk on your opponents wake up. As they are getting up, your throw out a c.lk so that the active frames (the frames that produce a hit) coincide with the first frame your opponent is hittable on his wake up.
Edit: To be more specific, it’s hitting them on their wake up with any active frame after the first one to lessen your recovery.
Also after googling it can also be used in reference to any move that hits on the later active frames as opposed to the first. I.E. hitting with the last active frame of a facepalm so that you aren’t -6. A more reasonable and practical example is Cammy or Rose hitting with the last active frames of their drills so that you can’t punish.
ok, ok, if i press the HP button when i see the opponet rising up (when you see their feet moving to make the rise up motion) and they press throw buttons, and i counter hit… that can be called as a meaty attack… see the video i posted in request for capcom for gouken, i a fight of viperrx vs an adon guy… in the last minutes…
Assuming his attack was already active ( it could have been one frame from being active and a throw is 3 frames).
It’s easier to understand in SF2 because it had way longer active frames. Most moves in this game have only 2 active frames.
It’s basically hitting on any active frame other then the first to increase frame advantage or lessen frame disadvantage.
Frame dis/advantage is calculated off the assumption that you are hitting with your first active frame of a move.
If a move has 7 active frame and you stand next to a hittable opponent and press the attack it will hit on the first active frame. If they are getting up and you hit attack early causing it to hit on the last active frame (opponent stands up into the attack which has been active for 6 frames already) you are basically gaining those frames in addition to your regular advantage making links possible that weren’t before.
That’s how I understand it anyway.
thanks bro…
How does one approach the Viper match?
This was my concern as soon as I learned of the j. Palm nerf…and I consider it a nerf. Barely useful now and I was happy to use it as a poke at the right range until now.
Blanka owns Gouken imho.
Damn you blanka ball > electricity.
Wish I could help you with this. I think you approach it the same way as anyone else does, know what tricks she has and do your best to block them correctly or kongo them. Try to meet her air to air with j.mp xx tatsu and do your best to keep the pressure on with safe jumps once you get the knockdown.
EDIT: I just don’t have much experience in this matchup vs good players. I can win and I can lose – hard.
Use fbs sparingly (mostly to stop her from flyin all over the fuckin place), watch out for her traps ie, j rh to flamekick (can cross up i think?), ex seismo (invuln frames catch people whiffing), blocked fwd thunder knuckle to uppercut thunder knuckle catches button mashing people. kongo or cr lk to avoid ambig flame kick situations, crmk or cr hp to catch stupid flame kicking. Likes thunder knuckle for footsies, theyre armor break so no focusing too much. Flame and seismos combo to u1 near corner, pay extra attention in danger zone.
Her wakeup is shit to divekick setups, abuse it.
any advice on how to punish akuma’s teleport???
dive kick option select palm? I think it should auto correct?
On the viper match up random nj.hp and dj. hks are a good way making her consider before superjumping.
does df kick and then EX df works against him???
The Great Raunwynn helped me with this a long time ago… If he doesn’t have U2 then just whiff confirm it and palm his ass.
I cannot find the frame data on hit and on block of gouken flip dive kick, all the charts I see that info is empty for dive kick or for jumping attacks like mk.
do i have to OS it, or i just do the palm after i see him doing it??? the thing is that every time i GF kick him, he does the teleport…i can do the palm in OS or i just do it after i do the kick and see him running away
Just look to see him light up and you can palm him for it. OS’ing him has never worked for me since low dive kicks doesn’t work on shotos if they reversal srk.
ok, thanks bro… btw been waiting for some of your comentary videos…lol