Backstep: Now You See Me…

Everyone knows how to sidestep- move out of the way of those big verticals, or that BB spam, and hit the opponent while they’re open. But do you know how to backstep? The backstep is a powerful tool that enables an instant shift in momentum, a creation of chance from nothingness. Utilizing it properly will put you that much closer to achieving your true strength.


What’s backstep?

A backstep is a movement technique that… moves you backwards. Just tap 4. (Don’t hold 4- that’s backwalking, 8WR backwards, which is horrible. Just tap 4. Don’t double tap it, either, just one singular tap.)

What this does (the general purpose, anyway) is it moves you out of killzone range (remember that?) so you can’t be hit. If you can time a backstep well to step out of the way right when your enemy is about to attack, they will whiff and then they are at your mercy.

Backstep is not cancelable by guard for at least 20 frames. However, you can cancel backstep with an attack or with Guard Impact (not a lot of people know about that one. If you used this technique, maybe you could backstep-GI-JG? Who knows…)


What do I do with this?

You can use backstep to gain some breathing room if you need time to think; you can use it for ring positioning. The main purpose of backstep is to create whiffs so you can attack the opponent. In a weird way, it is a defensive tool and an offensive tool all at once.

You can backstep at disadvantage, not just at neutral in the open. Get an attack blocked, whiff, or get hit, then try backstepping. If the opponent uses a short-range attack, he’ll probably whiff. You know what that means!

Backstep is intimately related to frames and spacing. Too much disadvantage, and you can’t backstep. Too close, and you can’t backstep. You have to be careful with this because if you are hit while backstepping you take a full-damage counter-hit, but when you use it right, it’s really very effective.

If you can sidestep properly, you can backstep properly. People usually know how to apply sidestepping, but not backstepping. Add it to your arsenal- watch that win rate go right up.

(KrayzieCD taught me how to backstep in 20 matches. That is to say, he beat me mercilessly 20 times straight, using backstep whiff punish like it was going out of style. I couldn’t touch him, he was throwing me around like a cheap toy. I learned how to backstep after analyzing the replay footage afterwards.)


Let It Fly

When you’re using backstep, you might notice sometimes that the opponent whiffs a 2A or something very quick. You react to this and input your move, and it gets blocked. Eh, didn’t he whiff? I’m supposed to hit him!

With fast-recovery moves like this, you can’t react to the whiff. You have to input it on faith.

(Or anticipation- guessing that your opponent is going to attack, and then backstep whiff punish. That works too.)


One of the tactics that I spam repeatedly is backstep 3B. I don’t even look when I’m doing it. If the opponent whiffs, they get hit. If the opponent doesn’t whiff, they might end up hesitating. A lot of the time they step in to attack and get hit anyway. It’s a very powerful move.

The non-confirmed automatic backstep technique can be used with lots of characters. Like:

Mitsurugi’s infamous 4B (backstep and whiff punish all in one command!)

His backstep A+B (I like this the most. Fiyah!)

Nightmare backstep 3B (common technique- 1K hit, backstep 3B. Works like a charm.)

Pyrrha backstep 236B

Cervantes backstep iGDR

Xiba backstep 3BKK

Natsu backstep 66B

And so on and so forth. This is a good way to get damage- just don’t get too predictable with it. (I get too predictable with it…)


Backstep Tiers

Not all backsteps are created equal. I play as Patroklos- he does not really have a great backstep. It works when I need it to, but I can easily get caught backstepping. (This is part of why all he can do is rushdown, and why he isn’t suited for turtling.)

So who does have good backstep, then? A couple of characters come to mind, namely:

Pyrrha

Mitsurugi

Nightmare

In my opinion, they have some of the best backsteps in the game. Good range covered, very fast. You might also notice that they’re the beginner’s characters- punishment, all-around, and "offensive turtling", respectively. These beginner’s characters have good movement. And this is how it should be- if you want to teach beginners how to move, they should have movement that works well. Right?

Backstep a few times with every character in training mode. You might find your character’s backstep is pretty good… Or maybe it’s not.

(Aeon has a great backstep. This is kind of weird, because this sort of makes Aeon a little Nightmare suited for whiff punishing, but he’s not as easy to use. He does have lots of tech crouches though. Also 66A. 66Aeon is the truth.)


If you play a character with a good backstep, you can steal a technique from Tekken called “backdash cancel”.

The input is:

4 214 214 214 214 (you can omit the 2 if that’s more comfortable; this is just repeated quarter-circle back motions.)

When done properly you should backstep repeatedly, much faster than if you were tapping 4 alone. Try this out, it might really help with your spacing.

(Here is a pre-patch video of the cancel, which was previously done with G. The 4 214 214 214 method is not as good as this, but it still works well.)


You can see FinalLifeG performing it here. Lookit how smooth he is!


What do you mean I’m not invincible?!

So, you’re backstepping, you’re whiff punishing. You’re having a good time. Suddenly, you try to backstep and- ouch! You got hit with this huge counter-hit! What’s up with that?!


Backstep can be defeated like sidestep. If someone is abusing sidestep, you use an anti-step (horizontal) move. If someone is abusing backstep, you use a ranged move. When you are hit backstepping, you take full counter-hit damage, as if you had one of your attacks interrupted.

Now, most moves in the game can be backstepped out of up close. But some really can’t in most circumstances (Siegfried 3B, Patroklos 66B, Ivy 66A, etc.)

If you’re abusing backstep to get damage, and you start to get punished for it, don’t worry- the move that is being used to catch your backstep does have a weakness.


It may be slow (minimum i20 moves must be used for backstep catch; moves above i20 require advantage to stop backstep)

It may be high (think Mitsurugi B6)

It may be linear (Pyrrha Omega 66B)

It may be unsafe (Tira Jolly 66AA)

Remember, everything has a weakness. You just have to find it.

(Patroklos’ 66B, -2 on block, good guard damage, ridiculous meterless damage plus oki, meter gain. Launch punishable on whiff. People step and punish me all the time.)


Run away! Run away!

Before I “learned” backstep from Krayzie I didn’t even really know it existed or how to use it. The only thing I knew how to do was walk backwards, run forwards, and step.

The game is a lot deeper than this. If you haven’t been using backstep, start trying it out. Watch some videos from the Summer Championship… look carefully.

Among the competitive, backstep is everywhere. If the types you play against don’t use it, and you do… well, what’s going to result is domination- pure and simple.
 
Why can he backstep Viola's 44A BE where only the characters (Nightmare, Hilde, Ivy) who IMO have great backstep can? Maybe a hit box issue?
Most likely. When I was trying 11B 66A CE trap on back tech with Pat vs Pat, the CE wouldn't connect. I'm thinking it's because of his stance, the side he exposes to his opponent is kind of... curved, hollowed-out?
 
Most likely. When I was trying 11B 66A CE trap on back tech with Pat vs Pat, the CE wouldn't connect. I'm thinking it's because of his stance, the side he exposes to his opponent is kind of... curved, hollowed-out?
Interesting. I wonder if that's the reason Maxi can avoid it too.
 
Real good and educative read as always.
I started to meddle with backstep mainly to counter other people's backstep attacks.
Nothing better than to wait for a Mitsu to do 4B, evade with backstep, then Bomb.
I wonder how many strings and stances there are that can be avoided with that Backstep.

Backstep also has the benefit that Post Backstep you rarely hit off axis.
Post sidestep whiff punishment sometimes results in off axis hit, which can make follow-ups whiff. Like Natsu air grab after off axis Bomb.

And in the worst case Post-sidestep Punishment can whiff completely, especially verticals when the stepped attack has advancing recovery.
Like some 22_88Bs after a sidestepped Pyrrha 236B for example.
 
I always knew Aeon's backstep was awesome, but whenever I try to backstep, my opponent uses long range moves. Without even knowing I was going to backstep. Happened so frequently I gave up on it.

Might try it again though..[/speculation]
Happens way to often
 
In no particular order, characters with good backdashes:
Ivy
Hilde
Nightmare
Cervantes
Aeon
Xiba
Raphael
ZWEI
 
Am I the only one that know from experience that back stepping in SCV is suicide? You can CE'd easily from back stepping. How do I know this? Try fighting against a high-level play, example MTFighter. From my testing, walking is the best option, its a whole lot safer. If not, fight me and we'll see.
 
No one said to randomly backstep in hopes your opponent whiffs some slow, short-ranged, unsafe move. It's about doing it wisely. Yes, if you just randomly backstep you probably will eat a CE with a counterhit damage bonus. If you see patterns in your opponents playstyle, you can backstep and whiff punish them. If you just throw out things all willy-nilly, chances are indeed good you're going to be punished for it. Like the guy you should whiff punishing.
 
Keep in mind that with the backdash cancel, you are completely vulnerable when doing it. You also need to cancel it at the end of the backdash or you won't go very far and will move back slower than a normal backdash.

FinalLifeG loves this technique but his cancels are too fast, unless this is just his way of slowing down his backstepping so he can make smaller adjustments easier. You can't forward-tap dash at the beginning of a backwalk, and stopping the backward movement at a precise point is difficult without a backdash cancel.

The cancel also slows you down, or is at best the same speed (yes I'm doing it right). A good edge case for looking at the limits of the backdash is backdashing Pat 66B after Pat 1K (hit). You just barely can't get far enough away at most spacings. If backdash cancel made you go any faster, it would allow you to cause 66B to whiff at spacings where a normal backdash wouldn't. But it can't.

The cancel does allow you to cover a lot of ground faster than a normal backdash, though. A single backdash has a lot of lag before you can backdash again, so movement beyond the distance of one backdash is very slow without the backdash cancel.

So normal backdash is faster within the distance of one normal backdash, but beyond that, backdash-214-at-the-end-of-the-dash is faster. When do you want to move that far back? Against strings that move them forward and if you want to put a great distance between you two. Not to bait whiffs outside the neutral game.
 
This is almost becoming a highlight of my visits to 8WR is getting to read Drake's articles. Each of them seem to uncover another piece of the very deep SCV puzzle.

I've been dabbling a bit in trying to incorporate backsteps into my game, though I'm not too fond of Natsu's backstep; especially for whiff punishing (...and alot of her moves can have teleports added to them anyway if you want to mess with your opponent's spacing). However, I've also dabbled with Nightmare a fair bit and noticed that he is essentially the opposite of Natsu in the backstep regard. Whereas, Natsu wants to stay in her opponent's face as much as possible, Nightmare just wants his much desired breathing room so he can pounce on his opponent. Different strategies for different characters.

I agree with Drake that he is the best character to practise backsteps with. Cervantes is also really great at working a backstep game.
 
Everyone knows how to sidestep- move out of the way of those big verticals, or that BB spam, and hit the opponent while they’re open. But do you know how to backstep? The backstep is a powerful tool that enables an instant shift in momentum, a creation of chance from nothingness. Utilizing it properly will put you that much closer to achieving your true strength.


What’s backstep?

A backstep is a movement technique that… moves you backwards. Just tap 4. (Don’t hold 4- that’s backwalking, 8WR backwards, which is horrible. Just tap 4. Don’t double tap it, either, just one singular tap.)

What this does (the general purpose, anyway) is it moves you out of killzone range (remember that?) so you can’t be hit. If you can time a backstep well to step out of the way right when your enemy is about to attack, they will whiff and then they are at your mercy.

Backstep is not cancelable by guard for at least 20 frames. However, you can cancel backstep with an attack or with Guard Impact (not a lot of people know about that one. If you used this technique, maybe you could backstep-GI-JG? Who knows…)


What do I do with this?

You can use backstep to gain some breathing room if you need time to think; you can use it for ring positioning. The main purpose of backstep is to create whiffs so you can attack the opponent. In a weird way, it is a defensive tool and an offensive tool all at once.

You can backstep at disadvantage, not just at neutral in the open. Get an attack blocked, whiff, or get hit, then try backstepping. If the opponent uses a short-range attack, he’ll probably whiff. You know what that means!

Backstep is intimately related to frames and spacing. Too much disadvantage, and you can’t backstep. Too close, and you can’t backstep. You have to be careful with this because if you are hit while backstepping you take a full-damage counter-hit, but when you use it right, it’s really very effective.

If you can sidestep properly, you can backstep properly. People usually know how to apply sidestepping, but not backstepping. Add it to your arsenal- watch that win rate go right up.

(KrayzieCD taught me how to backstep in 20 matches. That is to say, he beat me mercilessly 20 times straight, using backstep whiff punish like it was going out of style. I couldn’t touch him, he was throwing me around like a cheap toy. I learned how to backstep after analyzing the replay footage afterwards.)


Let It Fly

When you’re using backstep, you might notice sometimes that the opponent whiffs a 2A or something very quick. You react to this and input your move, and it gets blocked. Eh, didn’t he whiff? I’m supposed to hit him!

With fast-recovery moves like this, you can’t react to the whiff. You have to input it on faith.

(Or anticipation- guessing that your opponent is going to attack, and then backstep whiff punish. That works too.)


One of the tactics that I spam repeatedly is backstep 3B. I don’t even look when I’m doing it. If the opponent whiffs, they get hit. If the opponent doesn’t whiff, they might end up hesitating. A lot of the time they step in to attack and get hit anyway. It’s a very powerful move.

The non-confirmed automatic backstep technique can be used with lots of characters. Like:

Mitsurugi’s infamous 4B (backstep and whiff punish all in one command!)

His backstep A+B (I like this the most. Fiyah!)

Nightmare backstep 3B (common technique- 1K hit, backstep 3B. Works like a charm.)

Pyrrha backstep 236B

Cervantes backstep iGDR

Xiba backstep 3BKK

Natsu backstep 66B

And so on and so forth. This is a good way to get damage- just don’t get too predictable with it. (I get too predictable with it…)


Backstep Tiers

Not all backsteps are created equal. I play as Patroklos- he does not really have a great backstep. It works when I need it to, but I can easily get caught backstepping. (This is part of why all he can do is rushdown, and why he isn’t suited for turtling.)

So who does have good backstep, then? A couple of characters come to mind, namely:

Pyrrha

Mitsurugi

Nightmare

In my opinion, they have some of the best backsteps in the game. Good range covered, very fast. You might also notice that they’re the beginner’s characters- punishment, all-around, and "offensive turtling", respectively. These beginner’s characters have good movement. And this is how it should be- if you want to teach beginners how to move, they should have movement that works well. Right?

Backstep a few times with every character in training mode. You might find your character’s backstep is pretty good… Or maybe it’s not.

(Aeon has a great backstep. This is kind of weird, because this sort of makes Aeon a little Nightmare suited for whiff punishing, but he’s not as easy to use. He does have lots of tech crouches though. Also 66A. 66Aeon is the truth.)


If you play a character with a good backstep, you can steal a technique from Tekken called “backdash cancel”.

The input is:

4 214 214 214 214 (you can omit the 2 if that’s more comfortable; this is just repeated quarter-circle back motions.)

When done properly you should backstep repeatedly, much faster than if you were tapping 4 alone. Try this out, it might really help with your spacing.

(Here is a pre-patch video of the cancel, which was previously done with G. The 4 214 214 214 method is not as good as this, but it still works well.)


You can see FinalLifeG performing it here. Lookit how smooth he is!


What do you mean I’m not invincible?!

So, you’re backstepping, you’re whiff punishing. You’re having a good time. Suddenly, you try to backstep and- ouch! You got hit with this huge counter-hit! What’s up with that?!


Backstep can be defeated like sidestep. If someone is abusing sidestep, you use an anti-step (horizontal) move. If someone is abusing backstep, you use a ranged move. When you are hit backstepping, you take full counter-hit damage, as if you had one of your attacks interrupted.

Now, most moves in the game can be backstepped out of up close. But some really can’t in most circumstances (Siegfried 3B, Patroklos 66B, Ivy 66A, etc.)

If you’re abusing backstep to get damage, and you start to get punished for it, don’t worry- the move that is being used to catch your backstep does have a weakness.


It may be slow (minimum i20 moves must be used for backstep catch; moves above i20 require advantage to stop backstep)

It may be high (think Mitsurugi B6)

It may be linear (Pyrrha Omega 66B)

It may be unsafe (Tira Jolly 66AA)

Remember, everything has a weakness. You just have to find it.

(Patroklos’ 66B, -2 on block, good guard damage, ridiculous meterless damage plus oki, meter gain. Launch punishable on whiff. People step and punish me all the time.)


Run away! Run away!

Before I “learned” backstep from Krayzie I didn’t even really know it existed or how to use it. The only thing I knew how to do was walk backwards, run forwards, and step.

The game is a lot deeper than this. If you haven’t been using backstep, start trying it out. Watch some videos from the Summer Championship… look carefully.

Among the competitive, backstep is everywhere. If the types you play against don’t use it, and you do… well, what’s going to result is domination- pure and simple.
I used to play FinalLifeG all the time. That guy does some serious backstepping; it looks funny too. Lol.
 

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