Cammy meaty experiment

cammy

#1

Kinda new to this forum, therefore I would like to apologize in advance if I’m not following correct thread format. If there is already a similar thread on here please feel free to move/delete it. I worked hours trying to figure out these things, and I just thought, some people out there might wanna know as well, so I’ll save them the trouble.

I spent some hours yesterday trying to figure out what I can do after a heavy spiral arrow knockdown, assuming the opponent neutral techs.
First I tried to figure out how long it takes for the opponent to recover, I did that by performing a series of actions noting each time whether the last attack whiffs or hits.
For instance, I realized that after heavy spiral arrow:
a. forward dash > st. LP would whiff
but
b. forward dash > st. MP would hit
therefore, I know that my opponent recovers AT LEAST 16(dash motion)+4(st. LP startup)+1(st. LP is active for 2 frames)=21 frames after I do
and AT MOST 16+6(st. MP startup)+2(st. MP hit for 3 frames)=24 frame after I do.
After that I did
c. forward dash > cr. MP, and it hit, it didn’t only hit, it also combos into st. MP(6f startup), which is not usually possible since cr. MP is +5 on hit, but not cr. MK(7f startup).
Hence I knew the cr. MP hit on it’s second active frame, which in turn means that after a heavy spiral arrow, my opponent recovers:
16(dash)+5(cr. MP startup)+1(second active frame)=22f after I do,
to be more precise, he recovers on the 22nd frame counting from the first frame I can start moving.
With the same approach, i found out that my opponent recovers:
on the 21st frame after a heavy cannon spike
on the 21st frame after a cr. HK
on the 36th frame after a Holligan with no input
so, with that in mind, these are the results:

+4f on block
Spiral Arrow H > cr. LK (14f) > st. MP (becomes +9 on hit, hit on last active frame)
+3f on block
Spiral Arrow H > st. MP (17f) > st. LP (+5 on hit, second active frame)
Cannon Spike H > cr. LK (14f) > st. MP (+8 on hit, second active frame)
Cannon Spike H > 66 (16f) > st. LP (+5 on hit, second active frame)
Cannon Spike H > cr. LK (14f) > cr. MP (+7 on hit, third active frame)
+2f on block
Spiral Arrow H > 66 (16f) > st. MP (+6 on hit, first active frame)
Spiral Arrow H > 66 (16f) > cr. MP (+6 on hit, second active frame)
Spiral Arrow H > st. MP (17f) > st. LK (+3 on hit, second active frame)
Cannon Spike H > 66 (16f) > st. LK (+3 on hit, second active frame)
Holligan no input > 66 (16f) > cr. LK (14f) > cr. MP (+6 on hit, second active frame)
+1 on block
Cannon Spike H > 66 (16f) > cr. MP (+5 on hit, first active frame)
+0f on block
Spiral Arrow H > st. LP (11f) > st. HK (+4 on hit, third active frame)(note: oddly if you perform it as a meaty, the st. HK hit crouchers as well, i tested it on 5 or 6 characters, and they worked)
Spiral Arrow H > 4 MP (21f) > (both recover at the same time)
-1f on block
Holligan no input > 66 (16f) > 6 HK >(+6 on hit, second active frame of second hit)

There are more, but I omitted some obviously useless meaties (not that the ones included are very useful, although some are pretty great, and I find use for them often)

Make use of this information however you like :slight_smile:


#2

Good stuff! I fiddled with meaty setups the other day and I found some of your stuff as well, did not took the time to compile everything yet, so thanks for that :slight_smile:

You can find all the knockdown advantage (with or without tech) on this spreadsheet. Although I don’t know if all are exact but from what I tested this seems alright.
https://docs.google.com/spreadsheets/u/1/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true#
For instance, cr. HK seems to be 20 frames and Razor Edge 35 frames.

I’ll try to make exact experiments with scripted inputs later.


#3

Hm nice.
I’ll give this some time,because I want to prove this stuff.

Otherwise, would it be ok for you if I put this into the Techsection? It can probably help a lot of people.