sdnkorento
[08] Mercenary
Last time it took like one month to publish the "okizeme frames" but this time, I'm going to pull this quickly since I still have some interest in the game. Lets make Manfried better together!
Groundhit is advantage you have when you hit DOWNED opponent with particular move. Airhit advantage stands for advantage you get when you hit midair opponent with particular move.
Please note that these aren't the real frames, having +22 doesn't mean that you can score move of i21. It only means that opponent's i35 move will trade with your i13 kick. I won't take time to explain this, I might add instructions later, I just want to publish some numbers.
Groundhits:
+0: Flapjack roll
+12: 22B
+14: 1K / 22BB
+22: b4
+27: 3(B) / 33(B)
+31: SCH B
+40: 44(B)
Airhits:
+25: SCH B / agA (estimate)
Other type of advantages:
+13: Both throws
Random stuff:
i20: SCH -> SBH
i26: SBH -> SRSH
i20: B+K
i22: 2B+K
Discussion:
Flapjacking on the ground is still useless. I have to check the pick up though
22B-series gives slight advantage but pushes opponent a bit
3B / 33B gives insane advantage but pushes opponent very far. Good near corners or walls though
1K and throws are bit nerfed. They used to give +16, now a little less. I still encourage people to 1K downed opponent, if they want to play sleepy.
b4, nice advantage and keeps opponent somewhat close unlike 3(B). Used to be +27 though
44(B) is good as always. If you manage to hit with this, you can do whatever you want. Force them up with your SBH B and mix-up by entering into SRSH. Mix-up is uninterruptable as transition takes 26 frames leaving you +14 advantage. Hitting with this is another story though :D
SCH B's groundhit might be one of the best tool in Sieg's arsenal. If it hits, you're on huge advatange. On block, it's decent. Whiffing might be problem though.
agA airhit is very hard to figure out. You can tech it, but the advantage is still around +25, even more if agA is performed fast (opponent gets hit higher)
Final words
1A hits rarely the downed. You must aim the legs or something. 2A and 22ka:2A don't hit the ground at all!
All in all, quite a nerf in the Manfried's ground game... There are still many moves to cover, stay tuned
Groundhit is advantage you have when you hit DOWNED opponent with particular move. Airhit advantage stands for advantage you get when you hit midair opponent with particular move.
Please note that these aren't the real frames, having +22 doesn't mean that you can score move of i21. It only means that opponent's i35 move will trade with your i13 kick. I won't take time to explain this, I might add instructions later, I just want to publish some numbers.
Groundhits:
+0: Flapjack roll
+12: 22B
+14: 1K / 22BB
+22: b4
+27: 3(B) / 33(B)
+31: SCH B
+40: 44(B)
Airhits:
+25: SCH B / agA (estimate)
Other type of advantages:
+13: Both throws
Random stuff:
i20: SCH -> SBH
i26: SBH -> SRSH
i20: B+K
i22: 2B+K
Discussion:
Flapjacking on the ground is still useless. I have to check the pick up though
22B-series gives slight advantage but pushes opponent a bit
3B / 33B gives insane advantage but pushes opponent very far. Good near corners or walls though
1K and throws are bit nerfed. They used to give +16, now a little less. I still encourage people to 1K downed opponent, if they want to play sleepy.
b4, nice advantage and keeps opponent somewhat close unlike 3(B). Used to be +27 though
44(B) is good as always. If you manage to hit with this, you can do whatever you want. Force them up with your SBH B and mix-up by entering into SRSH. Mix-up is uninterruptable as transition takes 26 frames leaving you +14 advantage. Hitting with this is another story though :D
SCH B's groundhit might be one of the best tool in Sieg's arsenal. If it hits, you're on huge advatange. On block, it's decent. Whiffing might be problem though.
agA airhit is very hard to figure out. You can tech it, but the advantage is still around +25, even more if agA is performed fast (opponent gets hit higher)
Final words
1A hits rarely the downed. You must aim the legs or something. 2A and 22ka:2A don't hit the ground at all!
All in all, quite a nerf in the Manfried's ground game... There are still many moves to cover, stay tuned