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Warning: Wall of Text Incoming
I'm nowhere near good with this character yet, but I thought I'd compile a list of move properties for her. She's interesting. Parts of this might get very train-of-thought-ish; apologies if it's hard to read.
I won't be disussing a lot of exact frame data or combos in this post; just focusing on mechanics for now.
Ground Normals
s.LP
- Frame traps into itself or cr.LP/cr.LK on block.
- True block string into s.LK
- Range, active frames and damage increase with orb. However, startup time also increases.
- With orb, outranges most character's 3f normals, so you can still safely blockstring with s.LP from a short distance. You won't get much off it though.
s.MP
- Increased damage, active frames and range with orb. However, orb also increases startup, recovery and makes the move unsafe at close range.
- Having the orb makes s.MP punishable on hit at close range.
- Without orb, is plus on block and can combo into light normals on hit.
- s.MP only has special cancels available without orb.
- Official frame data appears to be wrong on this one, so I wouldn't be too surprised if there's a few other mistakes in it right now.
- With orb, can only combo using VT cancels.
- Longest range medium button with orb. Shorter range than s.MK/cr.MK without orb.
s.HP
- Horizontal launch on CC. Can only be comboed using orbs/VT.
- Increased damage, active frames and range with orb. However, orb also increases recovery, makes the move unsafe at close range, and removes all cancels except VT.
- With orb, only really functions as a zoning tool. It's negative on hit when you have orb, as with s.MP.
- Without orb, can cancel into all special moves, VS, VT and CA.
- It feels like most BnB combos would rather use s.HK for the cr.MP link if you're guaranteed the hit.
cr.LP
- More or less the same as s.LP, but crouching. Same changed properties with orb, except that the startup is not increased.
- Appears to be worse on block
cr.MP
- Increased range and damage with orb, but also increased recovery and becomes unsafe.
- Shorter range than s.MP with orb, but can be special cancelled, making it a better poking tool for setups (cr.MP -> Orb Toss is a safe setup at max range, or a combo at close range). Also less negative than s.MP with orb.
cr.HP
- Primarily functions as an anti-air. Most combos wil use s.HK after a jump-in.
- Vertical launch on CC. Juggles into most moves.
- Does not CC airborne opponents.
- Increased damage with orb. Orb also adds a large upward hitbox that only hits airborne opponents.
- Orb also increases recovery, and makes the move more unsafe.
- Unsafe even without orb.
- But opponents should note that the punish window is decreased from 5f to 3f, so not all characters can punish cr.HP orbless.
- Can be cancelled into all of her regular cancels. Use VT or Orb Toss/Return to make it safer.
- Note that Orb Toss is unsafe on block and only helps by adding pushback, and as a projectile it cannot cause pushback if your opponent is cornered.
s.LK
- 3f normal. Tiny range, but 3f.
- No changes with orb.
- Cancels into special moves and V Skill.
s.MK
- No changes with orb
- Longest range safe poke when orb is out
- Only cancels available are VT and Orb Return
s.HK
- Primary combo tool from jump-ins if you don't have orb.
- Crumples on CC. Opponent will count as grounded in early frames, and airborne in late frames.
- Anti-air CC instead causes horizontal launch. Difficult to combo from without VT/orb setups.
- Increased damage with orb. Orb also adds a large forward hitbox that only hits airborne opponents.
- Orb also increases startup, active frames and recovery, and makes the move unsafe.
- Without orb, can combo into s.MP and cr.MP. With orb, can only combo using VT.
- Move is 2 on block without orb, so you can pressure with s.HK > s.MP while orb-less. Which is also a valid combo route if it connects.
- Only cancels available are VT and Orb Return
cr.LK
- Hits low
- No changes with orb
- Frame traps into other light normals, but cr.LK, cr.LK will trade with 3f normals on block.
- Only light normal that cannot be cancelled into V Skill, Soul Sphere or CA
- You can still combo into s.LP to cancel into V Skill
cr.MK
- No changes with orb
- Longest range safe low with orb (cr.HK can be made safe when orb is out)
- Official frame data says this thing is actually 2 on block, so it can actually be used to start pressure. cr.MK, orbless s.MP is a 3f gap but because s.MP is a medium normal it will crush 3f jabs.
cr.HK
- Standard sweep. Hard Knockdown on CC.
- Increased damage and range with orb.
- Also increased startup, recovery and becomes more punishable.
- Can be cancelled into VT on hit or on block
- Can be cancelled into Orb Return, making cr.HK safe on block when orb is out
Air Normals
j.LP
- Hits upwards. Good for air to air.
- Increased damage and horizontal range with orb.
- Orb doesn't change this move's frame data.
j.MP
- Also hits upwards, but slower.
- Increased damage and range with orb. Orb also increases startup.
- Range increases diagonally upwards from Menat.
- Particularly large upwards hitbox with orb, though it's rare you'll need the full height of it.
j.HP
- Hits downwards. Good for jump ins.
- Increased damage and range with orb. Orb also increases startup.
- Range increases both forwards and below Menat
- Combos more reliably without orb simply because you need to be deeper to actually hit with it. The range without orb is terrible, though.
- If you land before the orb returns to Menat, she's in an orbless state until it does, which is what makes (Orb) j.HP > s.HK > cr.MP work in her trials. This requires a deep hit.
- Thanks to /u/chronos21 and /u/handa711 in the comments
j.LK
- No changes with orb
- Can hit standing opponents while ascending, even on back jump
- Therefore can be used to instant overhead with fuzzy guard.
- Can be used as an instant overhead against some of the game's large characters even when crouching.
j.MK
- Crosses up. Fairly standard j.MK.
- Backwards hitbox is small; crossups need to be tight.
- No changes with orb.
j.HK
- Drop kick. Large forwards hitbox and retracts Menat's hurtbox upwards.
- Increased damage and horizontal range with orb. Orb also decreases startup.
- Reliable for combo followups if used as a jump in due to small vertical hitbox.
Command Normals
Divine Retribution (f.MK)
- Overhead. Unsafe on block.
- The first hit of f.MK can be cancelled into Orb Return, making the move safe and enabling combos from this grounded overhead
- You can also combo out of f.MK (or make it safe) if V Trigger is active, but cannot VT cancel f.MK itself.
Judgement of Anubis (df.MK)
- Slide. Hits low.
- Only safe at max range. Menat's hurtbox is stretched forwards during recovery, allowing all 3f moves to hit her if the range is slightly off.
- Only possible to combo out of this move using V Trigger (active VT or using VT cancel).
- df.MK is Menat's only grounded normal that cannot be cancelled into Orb Return.
Khamun Kick (j, d.K)
- Work very similarly to Dhalsim's divekicks. Floaty divekick, each button strength moves at a different angle.
- Can use VT orbs to combo out of this or make it safe, but you need to commit to spending the orb before you know if the move hits.
- If Menat hits below the waist, she can combo into light normals (shown in trials)
V System
Soul Reflect: Kamal
- Standing V Skill
- This move is unsafe on block, but even more punishable with orb.
- -6 without orb, -18 with orb.
- Cancels into CA, and can juggle into VT orbs.
- Orbless can be cancelled into Orb Return. This can cause a juggle combo on hit.
- Increases V Meter by about 1/4 of a bar on hit, and 1/10 of a bar on block.
- With Orb, recovery time and range are both increased, and the V Skill reflects most regular projectiles. Reflecting projectiles does not grant Menat any V Meter.
- Menat cannot reflect certain projectiles, such as Rashid's V Trigger and projectile supers.
- Without Orb, Menat can absorb projectiles, and gains V Meter by doing so.
- Menat can only absorb one projectile hit.
Soul Reflect: Stella
- Crouching V Skill
- Same general orb properties (range, projectile reflection/absorb) as standing V Skill.
- Less punishable than the standing V Skill (jab punish without orb instead of medium punish)
- Longer startup time than standing V Skill
- Launch height increases if used against an airborne opponent. Needed to land her DP afterwards without an orb/VT setup.
- Opponents in crumple state from crush counters count as airborne once they fall to their knees. For that one trial.
- Can be cancelled into orb return for a short juggle combo.
- Can be cancelled into CA, but you need to delay it to actually hit.
Left Eye of the Lion
- V Reversal
- Teleports behind the opponent, regardless of where Menat is on the screen
- Will usually teleport a fixed distance behind the opponent, but if there isn't enough room before Menat teleports, she'll end up closer (if you're teleporting into the corner or from fullscreen by using V Reversal on a projectile)
Wisdom of Thoth
- V Trigger
- Menat gains 6 orbs, each of which is fired when you release the associated button. Each button's orb can only be fired once.
- Note that if you tap buttons particularly quickly, it's possible to use moves without firing the associated orbs.
- Orbs can be fired during most other moves, creating combos from moves which normally cannot be used in combos, and creating safe blockstrings from moves which are normally unsafe.
- All orbs have juggle properties, naturally.
- The angle each orb fires at depends on whether Menat is standing (fire directly forwads), crouching (fire diagonally upwards) or airborne (fire diagonally downwards).
- LP/LK orbs will only hit airborne opponents if fired while standing.
- VT Orbs count as projectiles and will interact with other projectiles normally.
Special Moves
Soul Sphere
- Throws Menat's main orb. After using this move, she'll be in an orbless state unless she uses EX Soul Sphere and the move fully connects.
- The angle of the thrown orb depends on button strength; LP throws downwards, MP throws directly forwards, and HP throws upwards. Additionally, the orb is thrown further with increasing button strengths.
- The position of the orb after the move doesn't change any properties of the orb return special other than when, or if, the move will connect in a combo (due purely to positioning)
- When using EX, the move changes on hit depending on the button combination used:
- LP MP will draw the opponent in, with just enough hitstun to continue a combo using medium buttons. However, the move does very little damage.
- LP HP will cause decent damage and a knockdown if it hits a grounded opponent
- MP HP will cause decent damage and a knockdown if it hits an airborne opponent.
- The thrown orb counts as a projectile and can be negated by standard projectile defenses. If the orb is hit by a projectile nullifying effect or another projectile, it returns to Menat without being placed.
- Each version has varying levels of block advantage; all meterless Soul Spheres as well as LP HP and MP HP are punishable on block, but the punish window will vary. LP MP is 3 on block and can be used to extend pressure in the corner where it won't cause pushback and will also leave the orb out for continued pressure if it is blocked.
Soul Sphere: Ankh
- Returns the thrown orb to Menat. Opponent is pulled towards Menat on hit or on block.
- Does not change properties based on button strength.
- Menat can be punished if the orb doesn't hit the opponent before she recovers for some reason, or if the orb is blocked too soon. Most of the time she'll be plus.
- If Menat is hit by an attack before the orb touches anybody, it loses its projectile properties.
- This move can be used to cancel all grounded normals, her command overhead and her V Skill. This makes any of those moves safe on block (if the orb connects), and even lets Menat extend pressure.
- The returning orb can absorb a projectile hit.
Guardian of the Sun
- Menat's anti-air grab DP move. None of the versions of this move will hit grounded opponents.
- Like all grabs, opponent cannot backrise.
- Startup time and damage increase with button strength. Distance travelled also increases.
- EX version is invincible from frame 6 onwards, but doesn't make a good reversal option because it can't hit grounded opponents (as well as not being frame 1 invuln).
- None of this move's variants are counterhit state during recovery.
- HP version might see some use as a way to escape the corner due to how fast it moves; can lock opponent with a normal and cancel into it to reduce chance they can punish. Reducing their punish window won't make it completely unpunishable, however, so it wont work if the opponent predicts it.
- You should try to use the HP as your standard combo ender for juggles if you can't use CA. It only does 10 less damage than any of the EX Soul Sphere moves, but it's meterless.
- Unless some meaty setup is found for EX Soul Sphere that makes it worth using.
CA
The Nefertem
- Fairly standard CA. Invincible startup (and almost all of the active frames to boot), unsafe on block. Can be juggled into and combos off most moves with special cancels.
- How unsafe? -46. Most characters can get jump-in combos if they block this at point blank, although the punish window decreases over distance and at far range you may have to settle for dash forward -> normals
- Startup time is particularly short, but the first active frames don't cover the full range of the attack.
- Despite using the orb to initiate the attack, Menat's CA does not have projectile properties. This means it will pass through and punish projectiles without losing any damage.
- Menat can link s.HK, s.MP and cr.MP into CA, but only when the orb is out.
- She can also link s.LP, cr.LP and s.LK into CA at point blank even with the orb.
- After using CA, the orb will return to Menat, regardless of hit, block or whiff.
Personal thoughts on Menat so far
- Dear god I suck with her V Trigger. Negative edge is something I've never had to learn on any characters I've played in other games (or maybe I've been avoiding it because I find it too hard?)
- While she has flashy, technical combos, her damage output doesn't seem that impressive for the effort it requires. Maybe I haven't seen enough combo videos yet.
- Judging by a few things that were posted on the sub since I started writing, I haven't seen enough combo videos yet.
- This is probably balanced out by her capabilities as a mixup character. Menat can use her V Trigger and orb to do stupid things (as far as SF is concerned) such as making her overhead plus on block and able to be comboed from, or hitting an opponent on both sides during a jump making the block direction extremely ambiguous.
- At a glance, a lot of her moves appear horrendously unsafe with her orb in her hands, but most of those moves can be used safely at their max range because the orb has no hurtbox during recovery. So like Vega, it's about using the moves at the correct spacing for your stance.
- Menat cannot set up her orb if you block it with projectiles, and it doesn't do her any good if it won't touch you when it returns. She needs her orb to be in play and behind you for her stronger combos to function.
- Menat has no way to get in without spending V Meter (V Trigger for coverage or V reversal) if you don't let her set up her orb behind you. She may have zoning tools, but she's simultaneously weak to characters with their own strong zoning tools.
- Another weakness is one shared by most of Season 2's characters - she has no truly reliable wakeup option (in fact, she has the worst wake-up game of the lot, not even having armor). Her DP only functions as an anti-air, and none of her other moves have any strike invincible properties except CA. If you can start pressure on her, she can't do anything except V Reversal or block.
- Menat is also pretty heavily dependent on V Trigger, but she gains a lot of V Meter from using her V Skill actively in combos.
...honestly speaking, so far it feels like Menat can only perform when she's controlling the pace of the match. She can't escape from pressure without burning her V meter, and she struggles to get in or set up if your character's decent at keeping people out.
I might be wrong on that, but it feels like she's got the right set of weaknesses to not be in the top tier of the cast. She's not unplayably bad, and I like her, but she's going to struggle.
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