Oh here’s something you maybe able to answer. Are meaty attacks the same all the way around? when gaining advantage on both hit and block? Hmmmmmmm
Meaties are different, due to how active frames work. If your last active frame hits them, the hit/blockstun will be the same as if the first active frame did, so say if a move is active from frames 4 to 6, and you catch them with frame 6, then instead of the original on hit/block, you should add 2 more frames of advantage for yourself.
only two? That can’t be right. If I meaty Juri’s st. roudhouse it gets either +3 or 4 on hit. Now if I get a CH off that it becomes +5 or 6. which then I can link cr.strong or cr.forward. It’s gotta be more then two since law can link from a meaty slide attack with cr.strong. It shouldn’t vary should it?
No that 2 was for the example I made, it varies from each meaty attack depending on the amount of active frames it has and also on how meaty you make it. For law’s slide it has 10 active frames which means it can go from being +1 on hit to +10 if timed perfectly to make it hit exactly on the last frame
So that’s how it works? x amount of active frames determines advantage on hit and block? so if I time if that Juri’s st. roundhouse to hit on the last active frame out of 4 it becomes +4 on hit and -1 on block? I never knew what meaties gave on hit/block nor did I know how to coem up with an asnwer. Do moves with gaps in between their frames can those be used as meaty attacks?
Nope, hit and blockstun determines the advantage, the active frames come into play when talking about meaty setups, because hitstun occurs as soon as the attack hits, which, in most cases, on its first active frame, however, with meaties it can even be the last active frame. I assume the frame data is calculated for attacks connecting on the first active frame, so if you make an attack ‘meaty’ then the hitstun will be the same, but the recovery on the attack itself will occur faster, thus you can add the active frames to the on hit/block frame advantage for yourself. And it would be +3 and -2 if Im right. As for your last question, Im afraid I dont know
Interesting…Hmmm gona have to experiment.
The block / hit advantage assumes that you hit with your first active frame. The additional benefit you get for a meaty is +active frames -1.
If a move has 6 active frames and is +3 on hit, it means that you can get it up to +8.
does that +3 go towards blockstun as well?
Does this also count for moves with active frames that have gaps in between?
yes.
Theoretically it counts for the first hit as well, but the second hit is most likely the one that does leads to the advantage, meaning the second one is important.
so in theory I use Juri’s L senpusha and meaty the last 4 active frames, technically it’s -5 on block. Would that make it -1 on block then?
Yes, but that would be incredible difficult to time. The reward (since it’s only the last hit) would also be pretty non-existent.
Yes it would…but Juri’s got some tricks that I can cook up nicely. The point of this though is not to get a combo off it’s mainly used for punishes and positioning.
It’s still not a ground bounce. You can’t quick rise from a ground bounce.
O yeah also you still have to add that the chained version of Cody’s s.LP with knife does 10 less damage because… Capcpom.
There are also ground bounce that don’t cause a hard knockdown afair (could be wrong tho). As in this case, it’s called “spike”. Only one other move has that property afaik: Ogre’s j.MP. For the sake of keeping everything consistent, I merely called it “ground bounce”. Same as I call everything “stagger”, be it “slip”, “turn around” or anything like that.
If you notice, Ryu doesn’t even touch the ground after the hit from the NJ HP counterhit. It’s simply not a ground bounce it’s a float. It is identical to if you hit with a crack kick or did a counterhit on an airborne opponent. Here is another video. Also includes Ogre’s jumping MP which is actually a legit ground bounce but just doesn’t go straight down instead the opponent flies down at an angle, but they still can’t quick rise.
No matter how you look at it. it’s a ground bounce on airborne It’s just a shorter spike. Even the cloud on impact is identical.
I altered it to;
Ground bounce on airborne opponent, Float on grounded counter hit
On airborne yeah, but not on grounded counterhit thats all. On grounded counterhit it’s just a standard float for some reason. I dunno WHY they changed it at all.
How many frames of recovery/startup has Pandora? just wondering.Also,how many frames of advantage has Asuka after his falling rain? you can link c.HK wich is 9 frames of startup,but i don’t think it’s a 1 frame link