Just checked, you get an easy meaty setup if they quick rise – up to five frame move will beat a 3fr jab. Lol getting in on another player for playing neutral and blocking
Say you do something that puts you at +2 (like s.mk on hit, for example) and then buffer a command throw. Right now a 3f invulnerable reversal or jumping will answer the throw, right? But when the jump (neutral and back) frames change, does that mean that anyone without a reversal will have to eat the throw?
Wait is this for real? Holy shit the guessing game in this just got a whole lot crazier. Honestly the best option on pressure strings against grapplers was to neutral jump because you cant get CCed or CH that way (on backdash you can). So if you lack a reversal neutral jump was the way to go, but now you are grounded if you try to jump on wakeup and get smacked? Oh man, This could be crazy.
It’s a single frame more than what it is now. It should be slightly easier to meaty an opponent who neutral jumps on wakeup. It doesn’t look like much of a deal to me TBH.
Yeah this really shouldn’t make any difference when you’re applying properly timed attacks on their wake-up. Right now neutral jump has 3 startup frames and is airborne on frame 4. After the patch it’ll be 4 frame startup, airborne on 5.
Any of your meaty setups that are properly timed to stuff a 3f jab (which should be the bench-mark for “good enough,” with stuffing a Nash V-Trigger being “airtight”) will also catch a jump before it leaves the ground, even before the update.
That’s probably accurate? I could be misinterpreting how the data applies to jump start-ups. The point about meaty setups stands either way, even if my minutiae is misguided.
That frame difference is actually very relevant, e.g. if you shooting peach and they quick rise, your dash forward s.mp hits on frame 3. Right now they’ll be airborne if they try to jump, so you get no combo, but post patch you’ll get a full combo. This will be important for 3fr frame traps, too, which she has plenty of