B+K While Facing Forward?

ZyX2323

[08] Mercenary
I see a couple of people that use the B+K (Two sword stab thru the underarms) move while you face backwards, but they do it while facing forward (Thou seems like a quick move to turn the back and then do it... I think you do a move cancel type (Like the 8A+B and Cancel it and then do the B+K Facing forward).
Any tips would be helpful, I have done it a couple times with the 8A+B then the B+K Fast, but not sure thats it...

ZyX2323
 
youre right.

Its the 8A+B:B+K Cancel, he had this one Back in SC2, was a godly Move back then, Combo for 33B~2A+B~33B....

So its back in SC4, the Stab gives you +15 on Normal HIt, allowing a iGDR, on Counterhit you can do 3B.

The Timing is pretty easy, press and HOLD B+K when Cervantes turned about 90 Degreed. I can get the best results by Holding B+K.

On Block its only -4, you can try to ch Fish them with 2A+B or iGDR them when they go for Highs. A good player of course will interrupt you with a quick Mid.
 
It's not QUITE as good as it was in SC2, because in SC2 he could cancel moves like that into any BT move, including lows and throws. So if you do the JF now, you get a mid. If you don't, you get an unsafe mid. Use much more sparingly than in SC2, it might look like a low a couple of times, but I've had limited success making people fall for this.

Other moves that allow for this JF input include the end of 3k and 4k,k. These two have more difficult timing, for me anyway. They're probably a lot more useful though, if you can get the hang of them, and will lead to CH more often. 4k,k:b+k can also be used in wall combos.
 
On block, of course, its a suicid Commando, cause you can get launched on Ch. Its like more than 20 Frames difference.

On Hit, you can stop your opponent disrespectin your Frameadvantage, but....its not that easy to Hitcheck this Move,which is the biggest challenge imo. You dont wanna do it on Block, its easy to see if it gets followed by : B+K or not.

The B+K Input has to come when Cervy hits the floor with his feet, pretty early, pretty risky, but maybe worth learning.

If you are able to Hitcheck this Move and execute is properly, it gives you some more options, cause they will freeze after beeing hit with 3K, which allows some Throw/ BT B+K Mixups.

If you really can do it, its good, but the Hitchecking is not easy....rightnow its not a part of my game, i just had to change my whole Buttonlayout to be able to execute FC A+BBBB 100%.

But i think thats the next thing im gonna train.

For the Wallcombostuff, i dont know whether you get more damage cause of the Downscaling, sometimes a additional Hit can be contraproductiv.

BTW, regarding Wallsplats, 22A and 88A are godly after iGDR and ch 3B for wallsplats...
 
Depends on what your opponent tries after it's blocked. Not everyone attacks with fast options after blocking a safe move, otherwise they'll just get GI'd a lot. It is a risk, but I don't think it's as hopeless as the frames would suggest, this game isn't played on paper. For example if an opponent likes to delay attacks to avoid getting GId, or dash up to throw if it's blocked at range, the jf might be a good option.

That being said, yeah it's really hard to do consistently, especially trying to hit confirm it. But the 8a+b:b+k is harder to apply, outside of tossing it in very occasionally and hoping the opponent reads it as a low.

And yeah I saw Hates go for that 22_88a wallsplat thing after a CH 3b, but I don't think he made it. I'll give it a shot in practice before this weekend's tourney.
 
Thanks, another move to practice. I got allot down. Like my large wall combos and such, just about great with the iGDR (Thou online it harder to do.) So trying to pick up some more change up and be more adaptive with my stratigies...
I never played the earlier SC (little of SC1 and Soul Blade for fun, but never serious play), so I never picked up on moves that much.

ZyX23
 
youre right.

Its the 8A+B:B+K Cancel, he had this one Back in SC2, was a godly Move back then, Combo for 33B~2A+B~33B....

So its back in SC4, the Stab gives you +15 on Normal HIt, allowing a iGDR, on Counterhit you can do 3B.

The Timing is pretty easy, press and HOLD B+K when Cervantes turned about 90 Degreed. I can get the best results by Holding B+K.

On Block its only -4, you can try to ch Fish them with 2A+B or iGDR them when they go for Highs. A good player of course will interrupt you with a quick Mid.
Wow thanx for pointing out how to do it. I gotta give that a try.
 
ok i have a question about BT B+K

on the fram data it says 8[B+K] , 8A+B:B+K gives +15 on hit and am assuming if u just did BT B+K would give u +15 as well.

So how come 2 A+B (i17) or 3B (i19) are both guaranteed after getting with a BT B+K.

IT just gets to me or am i missing something here about this. Cause i have done BT B+K on regular hit and on counter and those too moves will always hit unless the + is different on counter.

Any info would be greatly appreaciated.
 
Dont mix up regular BT B+Ks with the JF ones.

A regular BT B+K, for example after aK or iTP gives about +19~20 on NH,which guarantees 3B.

The JF B+Ks give different Frame Advantage, it looks like the same Move, but it has some different Frame Data.

The JFs only give +15 on Normal Hit, free iGDR if you have some Input Skills. On Counterhit you get more.

To summarize:

Normal Hit BT B+K---> free 3B (+ some really weird unsolved fluctuations Chardepending, Rangedepending)

JFs like 3K~BT B+K or 8A+B:B+K---> iGDR on NH (+15), 3B on ch (more than +19)

8[B+K]---> This one always gives +15, even on Counter Hit.
 
Dont mix up regular BT B+Ks with the JF ones.

A regular BT B+K, for example after aK or iTP gives about +19~20 on NH,which guarantees 3B.

The JF B+Ks give different Frame Advantage, it looks like the same Move, but it has some different Frame Data.

The JFs only give +15 on Normal Hit, free iGDR if you have some Input Skills. On Counterhit you get more.

To summarize:

Normal Hit BT B+K---> free 3B (+ some really weird unsolved fluctuations Chardepending, Rangedepending)

JFs like 3K~BT B+K or 8A+B:B+K---> iGDR on NH (+15), 3B on ch (more than +19)

8[B+K]---> This one always gives +15, even on Counter Hit.


Ok ty that definitely clarified things for me
i always thought they where the same.

One more question, after 8[B+K], 8A+B:B+K or any variation that gives +15 , i know you can do iGDR, but what if you like me and get iGDR off everytime u want to and decide to do 3A+B will it give counter hit or regular hit.

I know this is range pending and am already thinking it will be regular since, 3 A+B at a distance is no good. just hits them andpushed them back.
 
Ok ty that definitely clarified things for me
i always thought they where the same.

One more question, after 8[B+K], 8A+B:B+K or any variation that gives +15 , i know you can do iGDR, but what if you like me and get iGDR off everytime u want to and decide to do 3A+B will it give counter hit or regular hit.

I know this is range pending and am already thinking it will be regular since, 3 A+B at a distance is no good. just hits them andpushed them back.

The advantage you get off landing a bt B+K isn't TECHNICALLY considered a stun by the game, so any hits after that will be normal hit. When you do a normal bt B+K followed by 3b, it's a normal hit launch.
 
Back
Top Bottom