I’ll change them. Thanks.
Are you sure Blanka’s EX Electricity is projectile invincible? I mean, I know it dodges hadoukens because it’s very low profile, but I don’t think it can ignore Juri’s ground fireball or Akuma’s air fireball.
I’ll change them. Thanks.
Are you sure Blanka’s EX Electricity is projectile invincible? I mean, I know it dodges hadoukens because it’s very low profile, but I don’t think it can ignore Juri’s ground fireball or Akuma’s air fireball.
Hmnmmmmmmmmmm…does his hurtbox shrink during ex electric only? Because he couldn’t use normal electric to dodge akuma’s red hadoken, only ex.
I tested Blanka’s EX Electricity and it is fully projectile invincible. Although Ryu’s SA managed to punish it, but I think that was during it’s recovery.
EX Electricity is lower profile than regular elec.
I’ll double check EX Electricity, cuz when I did meaty LK Fuhajin release on wake-up, he got hit.
I also checked and changed everything @LordWilliam1234 mentioned. Thanks!
Ah I see.
I have some questions regarding meaties and since this is the frame data thread and meaties have something to do with frame data, I might as well ask it here. So here comes a list of questions starting from the top.
What are meaties and how do you perform them? (Just for ye olde Rose FGC dictionary)
What are the advantages and, if any, disadvantages of performing meaties?
How does one go about calculating the frame data on a meaty attack?
Character specific: So I knock someone down with Lili’s :f:+:mk: > :hp: string then I go for a meaty :hp: Dendrobium ( :qcf:+:hp: ) what would be the frame data on block for that move if done meaty?
In the frame data, advantage on hit and block is determined from the very first active frame. However, you can time your move to hit on a later active frame, which will cause it to hit meaty. Since the frame data determines frame advantage from the first active frame, you can increase the advantage one frame for every active frame you are able to get rid of. I.e. Lili’s H Dendrobium will normally hit +3/-2 but the move has 5 active frames. If you are able to hit on the very last active frame, it should be +7/+2. And if you hit your opponent in the first place, you are causing a counterhit – unless your opponent isn’t blocking for whatever reason, giving you even more advantage on hit.
Basically, in order to calculate frame advantage for your meaty, you are just adding one frame advantage for every active frame you subtract.
Another advantage is that normals with fast recovery will recover before certain invincible reversals, such as EX Messiah and EX Fury Fist Rush. Because one disadvantage is that you will be committing to an attack on their wakeup, which does leave you vulnerable to invincible reversals.
You will need a set play after a knockdown to hit your move meaty consistently, though. If you time it slightly early, you will simply end up stuck in your recovery frames on their wakeup, without the ability to block.
What Kuro said. Also this is from basic OS’s (option selects) come from. Like Jab OS’s. Take for example bob.
Bob is the only character in the game that can meaty his jab and block chun’s ex SBK. The only character. The quickest recovering move in the game as a whole I believe is bob’s cr::lp:. If you wish to meaty moves keep in my mind the recovery, range, you’re opponents options and tendencies.
Meaties are good since they allow as Kuro said more frame advantage on hit or block. But meaties will lose to anything that’s invincible and fast enough.
However…you can still opt to use meaties even against moves that are invulnerable to meaties. An example of this would be Juri’s cr::mk:. Since it’s a low profile move if can sail under many things. So normally if you tried to meaty lars on wake-up…his :dp: would normally smack you in the face…however Juri’s cr.:mk: goes low enough to bypass the :dp: regardless that the :dp: is invincible.
Look into your arsenal of gear that is given to you for your characters, experiment and tinker with what you can use to bait out an opponents wake-up character’s like Jin have poor wake-up options and therefore easy prey for meaties and the like.
Street I have a question regarding Fuhajin’s.
Since obviously the longer a projectile is on screen the greater the frame advantage is for the user right? So…since Fuhajins last 51 frames would that yield me +51 frames of advatange and combine that with the already +11 on hit would make +62 right?
To be more exact, +61, since +11 is the advantage when you hit with the 1st active frame.
Oh yeah. But it does +61 frames?
Mmhmm, +61 advantage in total when you hit with the very last active frame.
I see…
Street I know we already went over this but…for some reason I can’t wrap my head around it. If Juri counters a meaty move on the last active frame like bison’s cl.hp…does he not get 1f of hitstop? Therefore adding up +1 to his total amount of frames? Or does the 1f of hitstop included in the last active frame?
Juri should still get 1f less hitstop.
But where does it come in? Does that hitstop go with the recovery frames or on the last active frame of the meaty? Like Bison’s Cl.hp has a recovery of 18. He meaties that to the last active frame. He should at +1 if Juri counters the meaty without hitstop…but if you throw in hitsotp then it should be 0 no?
It shouldn’t matter mathematically, but it’s the last active frame of the meaty.
Is there something you want to test with it?
I’m trying to create a counter guide for Juri’s counter. I just want to get all my facts straight first. So the 1f of hitstop is included in the last active frame as well if meatied? That seems…odd.
It’s the opposite, Juri takes 1f less hitstop in the last active frame even when meatied.
So Bison should be at 0 then no?