cammy is normal wakeup time, whiff with c. mp then jump
trust me, i thought sagat and cammy got up later and ibuki fei long got up earlier etc etc…i was wrong
one of my friends can read japanese (so can i) way better than me so he just looks at the japanese wiki and this is where all of this info came from, and it all checks out
by the way
the c. mk speed buff has some great implications
since c. mp = 21 frames and jumping is 4+ 34 = you hit on the 59th frame
with that number i figured well, how can i do other stuff?
after ex fba knockdown,
dash = 20 frames
cosmic heel = 32 frames
so i need a meaty to hit on the 7th frame.
What move? simple - c. mk, 5 frame start up, 3 active frames, 9 recovery
so the 2nd active frame is that 7th frame i need.
So if you use that set up and hit a meaty c. mk on the second active frame, you are +6. meaning…
c. mk, c. mk, c. mp works. EX FBA combos are situational. i’m sure there are big characters you can do c. mk, c. mk, c. fp, and there, you’re looking at 240 damage, which is pretty huge for no meter.
Even better, against charactres that get up 1 frame slower you are +7 on hit and +4 on block. which is intense. you can combo into st. mp for a 160 damage combo or the usual stuff as a 2 frame link - either way you’re more likely to score a succesful meaty on these characters than others. something like that will hurt sagat very badly since all the likely stuff will work on him.
Another meaty -
After a forward throw knockdown, dash, st. lk.
i noticed that if you dash forward and do a c. lp on characters who get up normally, it won’t connect. this means that a succesful meaty has to hit after the 5th frame since that is when c. lp’s active frames are up.
in this case, we look again at st. lk which has an active frame during 6th frame. so, you dash up, st. lk and you are now +6 on hit and +3 on block. this also means a combo, st. lk, c. mk, c. mp ex fba. won’t hit some characters.
against the characters that get up 1 frame slower like vega, blanka, sagat, dhalsim, once agai6 on go for the c. mk. you’re at +6 on hit again since c. mk has an active frame during the 7th frame.
more meaties like this can arise. i’m trying to figure out frame data on scarlet terror techable knockdowns so you can safe jump the quick rise, whiff something, then safe jump the knockdown they didn’t tech as well. need more time in the lab for that!