Since when does meaty imply being in the air? Meaty. As in, on their wake up. How did you read the entire post, talking about how lp.srk beats out reversals and assume it had anything to do with anti-airs? Do tell, what game are you playing that lets people reversal while in mid air?
This is what I mean.
Sweep > Dash forward, wait for a moment > MEATY Light punch Shoryuken > Ultra 1.
I was under the impression anyone who’s been playing SF with any degree of frequency knew what a meaty attack was.
So I just assumed you meant anti air, as nobody ever does a lp.srk as a non antiair. Normally “meaty” means you’re really up close to your opponent. Like in order to do a c.LK c.LP c.HP combo, the c.LK has to be meaty or else the c.LP or c.HP will whiff.
Actually according to Ryu’s frame data, lp.srk only has the first 2 frames of startup as invincible. If timings are unfortunate (ie: you mistime your srk by a frame or two, and your opponent does a move with a fast startup [eg: Dudley’s jab] ) your lp.srk may be the one getting counter hitted.
Flame.
Now I see what you mean. That is a crazy unsafe way to get your U1 off. If the lp.srk gets blocked, you’re in for a punish (eg: reversal ultra).
I believe the correct term here would be a “late” srk, or a srk that hits at its very last active frames or at the peak of the “jump”.
I think you’ve just been playing too many reversal happy scrubs online and then you go “oh my lp.srk is better. I can get an ultra off it if I do it randomly too!”
Also people have still known this from since vanilla. If a late lp.srk hits and you get 70dmg instead of 100dmg (or 130dmg from vanilla) then you can metsu hado. Still very rare though because unsafe reversals can be severely punished.
It must have taken you awhile to write that, I edited my post awhile ago. No one argued that this is how you -should- try to land your ultra, just that was possible to do so. Is it unsafe, sure, but so is any other wake up tactic in the game to anything. It’s deceptive in that it doesn’t look like you should still be able to be hit by it.
They don’t even really have to be getting up, with proper spacing you can tip them with it and go right into the ultra.
A combo doesn’t have to be practical to be placed in a combo thread, just possible.
The term “meaty” has no relevance to weather the opponent is on the air or the ground. It simply means using an attack after its first active frame. Both versions are meaty srks.
If you need to be an elitist meany face, at least do some research.
on fat ass characters, c.strong, c.strong, s.strong hits for shits and giggles. you can super-cancel if you wanna be fancy.
does c.strong, s.fierce come out fast/slow enough for techthrow CH setup? it does more damage than c.strong, c.fierce so trying to find more uses for it but s.fierce still seems to be pretty useless other than for straight up punish
Mingo you really need to stop being so nitpicky about the words people use and realize they’re just opinions. Meaty is the correct term and most players would’ve understood perfectly what he meant, now if we had every player trying to correct people for using the correct terminology while offering their opinions we’d be wasting a whole lot of time. It’s a pain in the butt trying defend yourself for merely making a post with your opinion then being put down for it. Meaty means using a move to gain maximum block/hit advantage that’s all, which implies hitting as late as possible, as meaty as possible, jumping, on the ground, crouching, whatever.
Moves aren’t restricted in their use to only anti-air, lp.DP has many benefits, it requires the opponents to be paying attention to punish it, it’s a super high priority move(and super risky) that nullifies the option that A. They’re going to jump, B. They’re going to do anything but block and hopefully not DP back. Hence it’s great as a pure reversal/psychic DP on the ground. with the benefit of ultraing if they jumped. lp.DP is a superb move near/at the end of a persons blockstring when you know they’re going for a jump/mixup so you’re assured damage, and the risk reward ratio is really high with a chance to ultra if they jumped. I mean even flowchart Kens and Ryu’s understand this, why do you think they DP when people aren’t in the air.
We’re all playing the same game and by the looks of it the same character, leave the hate for youtube please.
I would probably just stop using strike characters if jumping hurricane kick hit overhead both going forward and guaranteed going backwards. This character can cross up with jumping heavy punch for petes sake while others don’t even have a fireball.
Sorry for not searching, but I can’t get the toward+hp (solar plexus) into crouching+hp link down. I’ve tried plinking (HP~MP~LP) but no luck. The shoryuken is easy since you can buffer it, but this is like impossible for me, LOL. What’s the best way to do it?
That’s true, but I’m more interested in tricks or hints that make it easier. For example, was the plinking technique I wrote the only legitimate way to do it?
Hey, I’ve been playing this one guy and I’ve conditioned him to attempt option select tech throw on his wakeup everytime and hes getting pretty good. I’m wondering what are excellent methods on conditioning him back to being scared of pressing d/b lk+lp other than the obvious ex hurricane kick?
edit found a few…like delayed attacks such as a walking delay either backwards or forward into c.mp or c.mk. online this is pretty hard with the split second lag haha. Any other options?
You can combo it after a very deep jumping attack, which works great if you know for sure your jumping attack is going to hit (like if you guess a fireball and time a jump over it perfectly or whatever), or you can tag them with it before they land after a J.MP puts them into a juggle state, but that’s kinda pointless because it’s just another way of anti airing them instead of hitting them with the ultra straight up, and probably will scale for around the same or even less damage than just using it neat.
I really think U1 is way more versatile than U2. There are lots more situations you can use it in. It’s a great horizontal space controller and if you’re sharp there are plenty of ways you can get into it from an anti air hit too, like the one i mentioned above. If you use U2, landing your ultra depends almost completely on somebody jumping in. Anybody who jumps in on ryu with meter is an idiot, and deserves to learn the hard way. You can still punish that same jump in with U1 a lot of the time if you’re sharp, but you have way more cool uses for it as well.