You can buffer a button for the last 5fr, 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.
Frame Breakdown
⚠️ Disclaimer: Which frames to hit will depend on when the first hit connects. The example bellow is in the corner, it hits asap.
00
First 214A startup frame
09
First hitbox appears, increment counter.
11
Hitbox actually connect.
Dash buffer
41
Can start "holding" forward, but you can't buffer the dash yet
43
66 buffer starts (first forward input possible)
52
6Z buffer starts
2A input window
55
❌
56
66A
57
66A
58
No Momentum 2A / ✔️3A
59
✔️ 2A / ✔️ 3A
60
✔️2A / ❌ 3A
61
❌
69
214A's Histun end
B
21 (+4-10)
5 (+2-8)
High
No
J, SP, SU
KD, L
5
6
28
+3 / -5
0-7 full head, 7-9 top
This version launches but doesn't knockdown... and isn't jump cancellable.
So it should really be reserved for post-2BB (only after second hit) or vs an airborne oponent.
To add salt to injury, it can drop combo during juggles... Brilliant.
Which makes it overall pretty underwhelming, as it limits its potential uses.
By example, you can't use it after 6B as they'd be able to tech out before you completely recover... Though you could use it to force an air tech and threaten with an air grab or anti-air.
Frankly I'm not sure... As a launcher, it doesn't seem to adds enough damage or be reliable enough to be worth.
Maybe as a GC? The first hitbox comes out pretty fast (4fr faster than 214A) but it has only 2fr of invincibility (vs 9fr for 214A).
Megumi Kerikeri Punch
Megumi Kerikeri Punch 214A/B
Version
Damage
Stun
Guard
Air Guard
Cancel
Properties
Startup
Active
Recovery
Adv. (Hit / Block)
Invincibility
A
21 (+4-10)
5 (+2-8)
Low
No
J, SP, SU
KD, L
5
6
28
+3 / -5
0-7 full head, 7-9 top
II. Input buffer
You can buffer a button for the last 5fr, 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. Can do 214C too
Frame Breakdown
⚠️ Disclaimer: Which frames to hit will depend on when the first hit connects. The example bellow is in the corner, it hits asap.
00
First 214A startup frame
09
First hitbox appears, increment counter.
11
Hitbox actually connect.
Dash buffer
41
Can start "holding" forward, but you can't buffer the dash yet
43
66 buffer starts (first forward input possible)
52
6Z buffer starts
2A input window
55
❌
56
66A
57
66A
58
No Momentum 2A / ✔️3A
59
✔️ 2A / ✔️ 3A
60
✔️2A / ❌ 3A
61
❌
69
214A's Histun end
B
21 (+4-10)
5 (+2-8)
High
No
J, SP, SU
KD, L
5
6
28
+3 / -5
0-7 full head, 7-9 top
This version launches but doesn't knockdown... and isn't jump cancellable.
So it should really be reserved for post-2BB (only after second hit) or vs an airborne oponent.
To add salt to injury, it can drop combo during juggles... Brilliant.
By example, you can't use it after 6B as they'd be able to tech out before you completely recover... Though you could use it to force an air tech and threaten with an air grab or anti-air.
Frankly I'm not sure... As a launcher, it doesn't seem to adds enough damage or be reliable enough to be worth.
Maybe as a GC? The first hitbox comes out pretty fast (4fr faster than 214A) but it has only 2fr of invincibility (vs 9fr for 214A).