Meaty: Difference between revisions

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File:Meaty1.png|Slayer is knocked down and is waking up, Potemkin prepares to meaty with 5K
File:Meaty1.png|Slayer is knocked down and is waking up, Potemkin prepares to meaty with 5K
File:Meaty2.png|Potemkin's attack is active, but Slayer is still invincible during his wakeup animation
File:Meaty2.png|Potemkin's attack is active, but Slayer is still invincible during his wakeup animation
File:Meaty3.png|Slayer finally become vulnerable and opponent blocks the attack
File:Meaty3.png|Slayer finally become vulnerable and blocks the attack
File:Meaty4.png|Potemkin can move before Slayer
File:Meaty4.png|Potemkin can move before Slayer
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Revision as of 19:39, 3 January 2018

Meaty is a strangely named term for doing an attack versus an opponent who has been knocked down. The goal is to do the attack early to make it hit in its later parts of the attack's animation, thus gaining more frame advantage than usual.

What is a Meaty?

After knocking down the opponent, time an attack to hit them with the later active frames of your attack as they wake up. This gives you more frame advantage than usual while disabling most of the opponent's options on wakeup.

The available meaty options are character specific and depend on how the opponent is knocked down. Different knockdowns give you varying amounts of time to prepare a meaty before the opponent recovers, thus you will need to plan for different meaties for different situations.

To demonstrate the added frame advantage meaties gain, let's compare a non-meaty versus a meaty attack.

Potemkin Non-Meaty 5K
Potemkin Meaty 5K

The meaty 5K has more frame advantage, allowing Potemkin more options on offense. Some meaties even allow you to recover in time to block reversals from the opponent.

What Moves Make Good Meaties?

Moves that inflict lots of blockstun and have little recovery are the best meaty attacks because this allows you to maximize the amount of frame advantage gained. Having said that, they must still be fast enough to hit as soon as the opponent recovers.

One common meaty is a meaty projectile. Ky players often use Charged Stun Edge on oki because it gives him lots of time to run towards the opponent while the opponent is stuck blocking the projectile.

Degrees of Meatiness

Since timing is such a big part of meaties, it's necessary to make a distinction for meaties that hit later into the move's active frames versus those that hit earlier. There's no formal terminology for these degrees, so players often use intensifiers and downtoners (very meaty, slightly meaty, etc.)

First Frame Meaty Attacks

While the typical definition of meaty means to hit with the later active frames of an attack, players often refer to attacks that hit an opponent immediately as they wake up as meaty, regardless of whether or not it was with the later active frames or not. A Safe Jump is a common example of this.