Age
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Ok, now that I've done some more testing...
I think I understand what was going on.
The sliding knockdown time determined if the command grab was meaty or not, meaning the same motions as a point character should create a meaty on squigly, eliza, fortune, painwheel and val. With a possibility of it also being meaty on fukua/filia, cerebella, bigband or double depending on how many active frames are available and where they sit in relation to the recovery frame.
What determines the prejump hit for this assist (and any assist that has moving active frames I would conclude) is the hurtbox of the character standing up. Squigly and eliza are very thin as they stand up into prejump, so a horizontally moving assist will hit them a few frames later than fortune, valentine etc.
Conclusions? When creating a meaty setup off sliding knockdowns (safe jumps, unblockables etc.) The core group to aim for are the val/fortune/squigly crowd. If your point character's attack is meaty on them, it may well be meaty for the characters who are a frame earlier or later as well. The assist will most likely be more consistent if it has a stationary hitbox (such as pillar), or is timed to only appear after your meaty (such as an updo timed to go active 1 frame after your point character's attack connects).
Projectile/moving assists also have their uses since if you mess up for true setup they will most likely still keep you safe or apply lockdown. They just aren't as reliable for this style of unblockable.
Sliding knockdowns are also not the only meaty setups. For characters like peacock and parasoul who are the outliers for sliding knockdowns it may be more practical to create frametrap setups since recovery from non-knockdowns is universal.
Frame advantage from just titan knuckle:
Parasoul: 103
Big Band: 106
Cerebella: 107
Fukua: 108
Filia: 108
Squigly: 109
Eliza: 109
Fortune: 109
Painwheel: 109
Val: 109
Double: 110
Peacock: 113
Frame advantage from titan knuckle immediately cancelled to qcf+LP (midscreen)
Parasoul: 72
Big Band: 75
Cerebella: 76
Fukua: 77
Filia: 77
Val: 78
Painwheel: 78
Fortune: 78
Squigly: 78
Eliza: 78
Double:79
Peacock: 82
Obviously the theory in the above post was off. I tested lock and load because it moves the screen slightly and I wondered if it would affect time flying in the air differently for each character. Luckily not.
Parasoul: 103
Big Band: 106
Cerebella: 107
Fukua: 108
Filia: 108
Squigly: 109
Eliza: 109
Fortune: 109
Painwheel: 109
Val: 109
Double: 110
Peacock: 113
Frame advantage from titan knuckle immediately cancelled to qcf+LP (midscreen)
Parasoul: 72
Big Band: 75
Cerebella: 76
Fukua: 77
Filia: 77
Val: 78
Painwheel: 78
Fortune: 78
Squigly: 78
Eliza: 78
Double:79
Peacock: 82
Obviously the theory in the above post was off. I tested lock and load because it moves the screen slightly and I wondered if it would affect time flying in the air differently for each character. Luckily not.
The sliding knockdown time determined if the command grab was meaty or not, meaning the same motions as a point character should create a meaty on squigly, eliza, fortune, painwheel and val. With a possibility of it also being meaty on fukua/filia, cerebella, bigband or double depending on how many active frames are available and where they sit in relation to the recovery frame.
What determines the prejump hit for this assist (and any assist that has moving active frames I would conclude) is the hurtbox of the character standing up. Squigly and eliza are very thin as they stand up into prejump, so a horizontally moving assist will hit them a few frames later than fortune, valentine etc.
Conclusions? When creating a meaty setup off sliding knockdowns (safe jumps, unblockables etc.) The core group to aim for are the val/fortune/squigly crowd. If your point character's attack is meaty on them, it may well be meaty for the characters who are a frame earlier or later as well. The assist will most likely be more consistent if it has a stationary hitbox (such as pillar), or is timed to only appear after your meaty (such as an updo timed to go active 1 frame after your point character's attack connects).
Projectile/moving assists also have their uses since if you mess up for true setup they will most likely still keep you safe or apply lockdown. They just aren't as reliable for this style of unblockable.
Sliding knockdowns are also not the only meaty setups. For characters like peacock and parasoul who are the outliers for sliding knockdowns it may be more practical to create frametrap setups since recovery from non-knockdowns is universal.