Uber1337
[10] Knight
So i'm making this thread to discuss both the uses of this move as well as some tips on how to input the move.
The Move: B+K : B : B : B : A
NC
Impact: i20
Damage: 76 ~ 86 (clean hit)
Block: Full Combo: -1 million
w/o the A: -16
This move is a pain in the ass to do, why should I bother leaning it?
- It's Maxi's most powerful no-meter punisher after stepping an attack.
- It's not too unsafe. Its -16, but you can mix-up how many B's you press so its hard to punish with anything more than AA or BB.
- 1 Frame faster than 3B
- Longer range than 3B. Also 6A+B will whiff at tip range of 3B unless you use the BE. B+K will combo in full from all ranges.
- Does amazing gauge damage. Full combo will break in 5. The final A is guaranteed to break the gauge if it was at all red when the combo started (and maybe even if it turned red a few hits in). After the break, you will be in RO, allowing for a free RO B combo.
How to do the input: I'll just leave this video, as its probably much more help than me trying to explain it. You can have some success with just mashing on B and timing the A, but you probably won't get it consistent enough to want to use it in a serious match.
NOTE: The rhythm that i'm using requires you to hit the first B very late, towards the end of the JF window. You can do the first B earlier and still get all of the B's, but the timing on the final A will end up being different. If you need a visual cue, the first B should be inputted right before the second hit of B+K.
B+K JF BT B+K: This combo only works from about a QS to the left of the opponent with a bit of distance between you and your opponent. It will not connect at any other angle unless there are certain walls behind you. The problem is that a lot of moves either move them to close to you or they change their body position so that it doesn't hit the sweet spot. As a result, this is not really too practical, but it is there if it comes up. The upside is that B+K JF doesn't really have any uninteruptable follow-ups, so you aren't missing out on oki. Also, i don't think you can punish the whiffed BT B+K (well, maybe aPat). I'm starting a list of moves that will likely lead to the BT combo after stepping:
Misturugi:
3B BE: Step left (not quick step), and this seems to have a reasonable chance to connect.
4B:: will combo if started up close
Nightmare:
33B BE: Tiny step (just enough to evade) to the left between hits.
Xiba:
BB: Step this left and this usually connects, as long he didn't do it point blank
Yoshimitsu:
IND B: Step this to the left and this has a chance of connecting.
Viola:
SET 8A+B: QS left around orb and it should land frequently.
The Move: B+K : B : B : B : A
NC
Impact: i20
Damage: 76 ~ 86 (clean hit)
Block: Full Combo: -1 million
w/o the A: -16
This move is a pain in the ass to do, why should I bother leaning it?
- It's Maxi's most powerful no-meter punisher after stepping an attack.
- It's not too unsafe. Its -16, but you can mix-up how many B's you press so its hard to punish with anything more than AA or BB.
- 1 Frame faster than 3B
- Longer range than 3B. Also 6A+B will whiff at tip range of 3B unless you use the BE. B+K will combo in full from all ranges.
- Does amazing gauge damage. Full combo will break in 5. The final A is guaranteed to break the gauge if it was at all red when the combo started (and maybe even if it turned red a few hits in). After the break, you will be in RO, allowing for a free RO B combo.
How to do the input: I'll just leave this video, as its probably much more help than me trying to explain it. You can have some success with just mashing on B and timing the A, but you probably won't get it consistent enough to want to use it in a serious match.
NOTE: The rhythm that i'm using requires you to hit the first B very late, towards the end of the JF window. You can do the first B earlier and still get all of the B's, but the timing on the final A will end up being different. If you need a visual cue, the first B should be inputted right before the second hit of B+K.
B+K JF BT B+K: This combo only works from about a QS to the left of the opponent with a bit of distance between you and your opponent. It will not connect at any other angle unless there are certain walls behind you. The problem is that a lot of moves either move them to close to you or they change their body position so that it doesn't hit the sweet spot. As a result, this is not really too practical, but it is there if it comes up. The upside is that B+K JF doesn't really have any uninteruptable follow-ups, so you aren't missing out on oki. Also, i don't think you can punish the whiffed BT B+K (well, maybe aPat). I'm starting a list of moves that will likely lead to the BT combo after stepping:
Misturugi:
3B BE: Step left (not quick step), and this seems to have a reasonable chance to connect.
4B:: will combo if started up close
Nightmare:
33B BE: Tiny step (just enough to evade) to the left between hits.
Xiba:
BB: Step this left and this usually connects, as long he didn't do it point blank
Yoshimitsu:
IND B: Step this to the left and this has a chance of connecting.
Viola:
SET 8A+B: QS left around orb and it should land frequently.