Tbf though, I can understand the misunderstanding as I never knew what the term meaty meant until UltraDavid explained it at evo, and I'm sure he described it as just hitting an opponent on wakeup. Maybe just a mistake on his end or I misunderstood.Small terminology lesson for the community: "meaty" refers to connecting with the opponent near the end of a moves active frames. It can be done by spacing (as seen here, where the move isn't in range to connect til later in the animation) or on wake up (the opponent is on the ground at the beginning of the active frames and stands up into the move). I think people on TYM generally refer to meaty when they stuff wake ups without having a strong understanding of what the term means. Meaty attacks are more positive/less negative on block so they can be used to make frame traps or make normally punishable me moves safe. The easiest way to think about this is with fireballs and how they can be punishable point blank but positive at full screen.
This is universal to all fighting games. It existed in MK9 and Injustice. As some people already pointed out, the MMH variable blockstun debacle was really just an example of meaty frames taking effect. Blockstun wasn't changing at all, it the active frame the move connected on that changed and resulted in different frame advantage
It doesn't have to be forwarding advancing. Just has to hit in the later parts of its active frames. In other games you'll hear "meaty crouching heavy punch" or "meaty 3S" and neither would be slides.The kick is not forward advancing to hit in the later frames like a slide.
It could be that nrs have a variable active hitboxes.
Because a meaty uses the fact that the opponent is down so it misses the first few active frames.It doesn't have to be forwarding advancing. Just has to hit in the later parts of its active frames. In other games you'll hear "meaty crouching heavy punch" or "meaty 3S" and neither would be slides.
Fighting love.Could also be something to do with practice mode not doing reversals properly against low moves.
Have you testing against a human?
Yeah, I can't imagine David trying to explain something techical like that to a hundred thousand casuals on the evo streamTbf though, I can understand the misunderstanding as I never knew what the term meaty meant until UltraDavid explained it at evo, and I'm sure he described it as just hitting an opponent on wakeup. Maybe just a mistake on his end or I misunderstood.
But this is a very good explanation!
I'm not sure what you mean by variable active hitboxes, but I think that because of the way hitboxes, movement and blocking work in NRS games pretty much every move acts as what you refer to as "forward advancing". Moves take several frames longer to hit at their maximum range than close rangeThe kick is not forward advancing to hit in the later frames like a slide.
It could be that nrs have a variable active hitboxes.
Yeah that's the conclusion of the effects I think.This is one of the benefits of "meaty" attacks in other games.