Raging Meteor 214L/M/H (Air OK)
"RUNNIN YA FADE WITH STYLE"
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Template:AttackDataHeader-DBFZ
- Last hit is an overhead
- Smash on last hit
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Ground L
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Air L
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- Causes a short sliding knockdown.
Now your main combo ender in most scenarios, as j.214M can no longer be comboed into. As a result though, it now causes sliding knockdown, and is a pretty good substitute for j.214M, only slightly reducing Bardock's total damage. Gives terrible oki midscreen however, meaning you probably want to end combos with j.LLL midscreen instead, as you are put much closer and can still do supers. In the corner this problem is negated and is still your go-to ender there, however you might be better off ending with j.LLL in the corner due to the trouble of landing a super after this. This is useful to use if you have too much hitstun to combo into j.S 214M.
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Ground M
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Air M
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- Causes a ground bounce sliding knockdown.
Mostly used on the ground for combos, though in the corner you can combo into this by doing a basic air combo into j.S j.214M. You have a much easier window to combo into supers from this, so it is recommended. It also gives much better oki than 214L.
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Ground H
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- Causes a ground bounce sliding knockdown.
Surprisingly decent neutral tool in some regards due to it's range, especially when done out of a dash. It can be used as a round start option as well if you really want to similar to 236L, though obviously it does cost meter. Not incredibly useful, but it's got more application than it might seem like it does at first. It's only -5 as well, and most people might not block the last hit 100% of the time. While 236L is usually the better option, this has it's utilities.
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Air H
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- Causes a ground bounce sliding knockdown.
Useful if you want to keep oki midscreen or if the hitstun scaling is too high in a combo for j.214M. Otherwise, you have better oki options, though it still has utility. Can also be used as a weird air-to-air, beating out superdash and other options.
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