Oh, that's what you guys are talking about? Characters have 2 end-of-round victory animations, depending on their remaining health. That's one of them.
Edit: Unless I'm wrong and she has 3? But I'm pretty sure I got that one in a normal match.
Welcome to Dhalsim. Hope you like your stay.
And that is definitely a Bread and Butter pressure tool. Doing drills at optimum ranges and hit confirming into combos is the name of the game.
Fun fact: When you hit toes using Menat's divekick, you are so plus that you can connect a no-ball st. HP or cr.HP
Yeah it just happened to me. Thought it was pretty funny
https://twitter.com/rubex74/status/902675144455356416
Nah, this was full health. She doesn't do that when she's anywhere below that.
Edit: And yeah, she has a 3rd one for low health.
Oh man, that's going to take some getting used to.
Hell, I dunno if her LK drill is worth it given how high up it travels. I need to see if the divekick is plus or minus on block even if it doesn't hit the toe.
All are worth it. You're supposed to do them at different ranges. The idea is no matter what height or distance you are in the air, there is a divekick you can do to land in a way that you are plus or safe on block.
For example in Dhalsim's case, if I do an ex gale mid screen, then cancel into float, press forward for a milisecond, then do mk drill, I hit my opponent on their toes on wakeup as meaty and can do whatever I want.
Similarly when up close range, I can make them block a couple of light punches and kicks, then neutral jump immediately. Depending on the pushback, I have to decide at what height I should do the HK drill to hit them optimally. It's a good strat to blow up throw attempts.
The LK drill is usually to close distance or do really ballsy plays. For eg: Ryu throws a hadoken, expecting you to jump over it to shoryuken you, but instead you jump backwards just high enough to go over the fireball, then do the LK drill to land right outside his sweep range, so that he can't hit you with DP or any of his buttons. It's also used after certain setups to hit them meaty after you knock them down a long distance away.
Given enough time in training mode, you will be able to discover and make your own setups based on the knock back of your moves and the drill follow up after to hit meaty. Drill usage is 50 percent setups and 50 percent prediction and reaction based on your and your opponent's position on screen. The biggest combos happen after the lowest hitting drills, but as long as you hit them below the knees, you should be able to hit them with a light punch or kick combo easily. Try to get your drills down so that you can combo into lights first, then mediums, then try to do those crispy drills that make you plus enough to do big normals like st.HP or cr.HP.
Did anyone get Guile's anniversary costume? I need to know if he combs his hat in his victory pose.
This character will shut the mouth of people that wanted a technical character.
lol momochi finally got it
it does 520 damage.
So much work for 520 damage >.>
It seems he mastered it at least.
That teabag into super tho.desk posted some combos https://youtu.be/DuxdxgplgMQ
You know, in any other game that would be some honest damage.
But as one stream monster depressingly pointed out, Urien and Balrog can do that kind of shit in 4 buttons.
Oof...her keepaway game is strong.
I don't think combo damage is going to be her thing.
I think resets from safe overheads and safe lows is going to be her thing.
Wrapped up in bandages, Menat looks similar to Cleopatra. Wonder if those bandages work for detox? For Color 13, I can envision her leaping off a futuristic skyscraper.
Her super hits from...really far away.
OH MY FUCKING GOD! This is legit as fuck, capcom!
Official Menat frame data is out: https://game.capcom.com/cfn/sfv/character/mnt/frame/table
... No Frame Data for her without her orb? Or am I blind?
Click on the bare handed tab. It's near the top.
... No Frame Data for her without her orb? Or am I blind?