Jay Wang: Thank you for setting me straight on the frame data. I shouldn’t have assumed that st.MP executed faster only because it felt like it did. I suppose it felt that way due to the recovery time and active frames as you pointed out. One question I do have concerning this though, and I’m not one hundred percent sure on it, is if your opponent is jumping in at you and you use a st.MP does it always use the far standing MP because they are in the air, or does it switch to close standing MP when they reach a certain proximity?
I ask because if it does use the close standing MP, that one executes in 6, active for 4, recovers in 12 and does 80 damage. Now the far standing MP executes in 7 (yes you are correct, same as cr.HP), active for 2, recovers in 16 and does 90 damage. I suppose I could test it out in training mode.
I’m not pointint this out to say that standing MP does indeed execute quicker because you may throw out the far MP and it’d be the same and the close MP is only 1 frame quicker. I know that can make the difference sometimes, but its not a big enough difference to try to change stances over as you did mention. From start to finish st.MP is a significantly quicker move so if they jump just short of your hitbox you may be safer, but again not worth of changing stances IMO.
Does anyone know the precise angle, or height the attacking hit box travels along? If one hitbox travels higher or has more priority it looks like we should be looking at that, as well as Balrog’s hitbox and the difference between standing and crouching when it comes to being hit by the jump in, seeing as how the execution frames are identical or damn near identical as Jay Wang pointed out. So any thoughts on priority, hit box positions, risk/reward for difference in damage scored from each?