Building up Meter Data

docvizzo

[14] Master
As the title says, a list how to build up meter the fastest. tested on Block, HIT, Values show how long it takes to get the FIRST BRAVE EDGE. Bear in mind sometimes when two have the same number, one might actually be a bit better since it gets slighty over first BE.

I did not do whiff data, since it takes forever. Moves that took over 20 Hits on hit werent listed.

There is NO difference between CH and NH UNLESS THERE IS AN ADDITIONAL ATTACK (Like 1AB).

You are welcome to research this data and write up some thoughts and conclusions, since this was already some work, you can contribute that way.


Horizontals:

AA

Block 15
Hit 15

aB

Block 15
Hit 15

6A

Block 30
Hit 20

1AB

Block 15
Hit 15

CH 1AB

Block -
Hit 4 (When you do iGDR Combo only 3!)

4A

Block 15
Hit 6

4AB

Block 10
Hit 4

WS AB

Block 15
Hit 7

3A

Block 15
Hit 15


Verticals:

3B

Block 15
Hit 6

BB

Block 15
Hit 9

BBB

Block 10
Hit 5

bA

Block 30
Hit 10

bK

Block 15
Hit 6

6BB

Block 15
Hit 6

2B

Block 30
Hit 10

1BB

Block 10
Hit 5

4BK

Block 15
Hit 9

WS B

Block 15
Hit 6

7_8_9 B

Block 15
Hit 6


KICKS:

66K

Block 30
Hit 10

33K

Block 30
Hit 12

44K

Block 15
Hit 6

3K

Block 30
Hit 12

1K

Block 30
Hit 12

11K

Block 30
Hit 20

4KK

Block 15
Hit 7

7_8_9 K

Block 30
Hit 12


Simultaneous:

A+B (When you GI succesfully)

Block -

Hit 8

6A+B

Block 8
Hit 5

3A+B

Block 15
Hit 12

2A+B

Block 15
Hit 6

8A+B into GDR Combo

Block -
Hit 2

WS A+B

Block 5
Hit 3

B+K (Succesfull Auto GI)

Block -
Hit 4

6B+K

Block -
Hit 4

2B+K

Block 15
Hit 6

2B+K (hold)

Block 10
Hit

4B+K

Block 15
Hit 6

7_8_9 B+K

Block 10
Hit 4

WS B+K

Block 10
Hit 4

BT B+K

Block 15
Hit 4


8 WAY RUN

66A

Block 30
Hit 8

77_33 A

Block 15
Hit 6 (same with Auto GI)

22AA

Block 15
Hit 15

44A

Block 9
Hit 5

66B

Block 15
Hit 4

33_77B

Block 10
Hit 4

22_88B

Block 15
Hit 6

44B

Block 15
Hit 6

22_88K

Block 30
Hit 12 (same with Auto GI)

44A+B

Block 10
Hit 4


Throws:

A+G

Hit 6

B+G

Hit 6

B+G iGDR Combo

Hit 3 (!!!)

B+G 3B Combo

Hit 3

Left Side Throw: 5

Right Side Throw: 5

Dread Charge Stuff:


GDR

Block 11
Hit 3

iGDR

Block 11
Hit 6

DC A

Block
Hit 6

DC B+K

Block
Hit 6 (B+K Hold takes 8, WTF)


DC K:B:B

Block
Hit 4


BRAVE EDGES:

BEs dont give you Meter back. When you have 4 BEs and use them all, you are at ZERO. Quite important to know :P

Now some staple combos, here i will switch to estimated percentages (max is 200%, so one BE is 50%), this is not super accurate.

3B, 8B+K, 3B, (exactly the same as 2A+B Ender)

Hit around 23%, so 2 Combos wont get you a BE.

3B, iGDR, iGDR

Hit 27%sh

2 Combos will get you a BE immediately.

3B, 8B+K, iGDR, aB

Hit 30%ish

Best option to gain meter after 3B!

iGDR x3

Hit 31% ish

iGDR x2, 2A+B

Hit 31 %ish

Dont see a major difference to iGDR x 3.

And now again for all people who whine about 1AB.

ch 1AB iGDR

This one gives you around 24%! 3 Times give one BE. Or 2 times + one NH 1AB or ANY poke.

WS B, iGDR, aB

Hit 22%ish

WS B, 3B (or 2A+B)

Exactly 16,666 % (3 of those give you 50%)

11B, IGDR

Hit 24%ish

11B, 3B

Hit 20%



Greets, doc.
 
My remarks:

1AB is fucking boss.
44A is pretty damn good to build meter on hit and Block.
B+G Throw>>>>> A-Throw.
Lows generally suck.

The rest is quite obvious, bK is pretty good too. So maybe i need to use more 44A...also 1BB is good, not only because its safe, but also because it has good data for hit and block.
 
Thanks for putting in the legwork on this. I really only checked combos, never individual moves. 1BB looks good on paper, but is it really necessary? I never find myself wanting for meter, usually...
 
Thanks for putting in the legwork on this. I really only checked combos, never individual moves. 1BB looks good on paper, but is it really necessary? I never find myself wanting for meter, usually...

In general most of the data isnt really necessary. But while doing it i realized some stuff, like B+G beeing so much more effective than A+G for example. Also 1AB ch is pretty damn nice imo.

For 1BB, i dont know if you researched the Omega/Alpha Matchup, but its really fucked up. So a safe mid is really usefull. Same goes for 44A. Those matchups are awful. Im not sure if you meant if the data at all is necessary or only 1BB in general.

I really want to play more Cervantes in the future...but those 2 matchups are just stupid....
 
Im not sure if you meant if the data at all is necessary or only 1BB in general.

I meant 1BB, as it's something which generates meter well. I don't have a ton of experience against aPat or O.Pyr apart from online against Woahhzz. The matchups feel different, but I'm not sure if I'd go so far as to say they're bad ones for the pirate*.

*Well, I can see aPat being especially rough on paper with perfect punishment.
 
I can assure you Alpha is awful, since im a Alpha/Cervantes main....

Not only the normal punishemt on basically everything (while i agree JF twisterin 3B etc is hard), he also can spend his Meter on 44B+K BE, which is 100 DMG and i14...so it punishes quite a bit for a easy input. Also stuff like a blocked 1AB of Cervantes giving Alpha 130 Damage with one BE (EASY ag:B punishment)...or 110ish without any BE.

just about everything in this matchup is wrong as long as Alpha doesnt whiff too much himself. Actually i think its 7:3 for Alpha. What works for Cervantes is his ok backstep and awesome whiff punishemt, but if Alpha plays careful and doesnt rush too much, only thing Cervantes can do is play on Guard Burst. Cause every offense is high risk.

Actually i think Cervy is really good and compete with basically anybody, except Alpha and Omega. Too strong for him.
 
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