Megumi execute cheering choregraphy full of kicks & ending with a big punch. Startup is invincible until the first hitbox (9fr).
This Tatsu keeps them grounded & leads to an actual infinite loop.
Right now, it's allowed in tournaments & weeklies, to test its impact on the metagame.
Without micro-dash, the only 2 options midscreen are a 1fr link 6A or a 2fr link 3A.
Which can only be followed up by 6B or 66A/B. Maybe there's a timing to get 3A 6B 214A to loop, but it seems unlikely from my testing.
Micro-dashes open more options, but is its own can of worms in term of execution... You need to buffer your dash AND your button, to cancel it right out of 214A finish to get the dash momentum + 2A (only 5.
Once you pass this though, you can go into the heavy of your choice; to either launch (2A 5B/2BB) or loop again (2A 6B/2B(1) 214A).
Here's all important information & nerdy details:
- I. Dash inputs, 66 vs 6Z
In short: tap 66 instead of 6Z to buffer dashes:
- 66 can be buffered on the last 19fr of 214A, plus 9 extra frames before where you can start "holding" forward.
Though warning, during these early extra 9fr:
- you can't double tap to dash during them (it won't be buffered).
- if you hold forward earlier, the dash won't come out; even if done with the correct timing.
- 6Z can only be buffered during the last 9fr of 214A, but you can hold forward during the whole duration of the move.
Buffer the dash early enough to go back to neutral then 2A or you might get 632A by accident.
- II. Input buffer & timing
You can buffer a button in the last 5fr of the move, but you only have 2fr window to combo 2A. Earlier you will get 66A, later you won't combo.
Here's breakdown of these 5 frames:
- Frames 1-2: 66A
- Frame 3: no momentum 2A
- Frames 4-5: 2A connects!
Any inputs done later / not buffered can be blocked.
The timing will shift by some frames depending when you the first hit connect.
The later the first kick hits, the earlier it shifts the timing. Though it's the same buffer windows (if you count from the end).
The frame breakdown below is after a 6B Midscreen.
In the corner everything would be 2fr earlier AND you'd have 1 less frame to get a 66A for some reason.
Frame Breakdown
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⚠️ Disclaimer ⚠️ Timing will shift depending when the first hit connects. The example bellow is after a 6B midscreen.
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Startup
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00
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First 214A startup frame
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09
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First hitbox appears, increment counter.
|
11
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Hitbox actually connect.
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Dash buffer
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34
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You can start "holding" forward but you can't buffer the dash yet
|
43
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66 buffer starts (first forward input possible)
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52
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6Z buffer starts
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2A input window
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56
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❌
|
57
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❌ 66A
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58
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❌ 66A
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59
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❌ No Momentum 2A / ✔️3A (no dash)
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60
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✔️ 2A / ✔️ 3A (no dash)
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61
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✔️2A / ❌ 3A
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62
|
❌
|
69
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214A's Histun end
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- III. Reset opportunities
If you don't feel confident in a loop confirm or because you want to get more damage, you can also reset into mixup/pressure.
Here's some example (all after the 214A):
- dash jump j2B,
- dash flip > throw,
- dash stay in front 2A/6B(/throw),
- dash crossover cancel (tap 4 when passing them) into 2A/6B/Throw.
In conclusion, the loop itself does barely any damage & is really hard, so I don't think just going it is a viable strategy.
But using it here & there to get bit more stun or more out damage of her overhead, would be pretty good. Plus once they're used to see the loop connect, the reset will become even more deadly.