actually, no. the purpose of a meaty is not to condition your opponent into doing reversals. the purpose of a meaty is to beat every option that isn’t blocking or 1st-frame invincible. this narrows down the opponent’s options to those two things, making them easier to read
meaties beat these common scenarios:
- wake up jump
- wake up throw mashing
- wake up jab mashing
- wake up crouch tech mashing (which is just low short)
they also typically set up a frame advantage situation on block, so you’re really winning that scenario also
the one true counter to meaties is a reversal invincible move
think of it this way. knocking somebody down in a street fighter game lets you force a game of rock paper scissors with weighted odds. back in the st days, everybody had retarded fingers and couldn’t get scissors every time they wanted to, except for a few lucky guys who could manage it at about 90%
these days, the gene pool is cleaned up and evened out and everyone can do scissors every time they want to. this prevents you from just throwing out paper every time with impunity, and now you actually have to pay attention to the opponent’s playing tendencies. doesn’t this make the rock paper scissors game a million times more interesting?
a lot of people complain about having different blockstun and hitstun numbers on attacks. it’s relatively new to capcom games (but not really; makoto’s rush punches are crazy unsafe on block, crazy advantage on hit), but the concept has been around forever in 3D games
im personally neither here nor there on the topic. it’s just… different to me. it does open up opportunities for damage that weren’t there otherwise though. when i do low strong into mp thunder knuckle, generally the best thing that’s going to happen is the mp thunder knuckle hits for minor damage and gives me frame advantage. since that hole is there on block, it’s given me several opportunities to do low strong -> feint -> block a reversal, then big combo into ultra
viper’s low short being -3 is basically an anomaly, and just further highlights how bad her normal moves are. at the very least, you only have to worry about reversal dp vs shotos. against shotos, just consider it an unsafe, fast low combo starter
more realistically though, if somebody is consistently reversing that chain, then they are either spazzing or totally looking for it. if they’re looking for it, then they have to be so focused on that one thing that you can away with a ton of other things, throw being the simplest one. if they’re spazzing, then there’s a million obvious ways to bait the reversal dp and punish
i still don’t see a problem with this design-wise. yes, as a fellow viper player i would love it if i could just go all magneto on somebody at pretty much no risk. what i have to do instead, i don’t have a problem with, as it’s pretty much what i always do:
- attempt to read opponent, gauge whether or not a reversal is coming
- if yes, block/backdash
- else, gauge opponent’s past defensive tendencies, do the proper attack option
i keep going back to the same few points, the main one of mine being if your opponent wants to do something, why shouldn’t the game let him do it?
im not saying remove execution from the formula entirely like sirlin seems to want to do, but critical, universal tactics that everybody has to do at some point i think should be accessible to anybody. reversals fall into that category. on the same token, changing everybody’s normal throws to a 360 motion wouldn’t improve the game at all
when dhalsim is slide -> noogie’ing a shoto to death in st, he’s not outplaying the other guy at all. the shoto player knows exactly what the dhalsim player is going to do, but he can’t counter it due to some arbitrarily high execution restriction
yes, i know, cvs2 is one of the most execution-centric games ever. that wasn’t what i liked about it though