Stepping, or 8-way run?

8wr is better in sc4 than it is in sc3. it's not an easy question to answer cause it's so situational and a mind game in itself, but in general, you want to 8wr at distance, 8wr when you see a slow move that's steppable, 8wr after you've put yourself at advantage, or 8wr to limit certain characters options at certain ranges or after they do certain attacks. you want to step when you're at close range, step when you are at slight disadvantage, step when you're at slight advantage but believe your opponent will attack, and step at advantage to make your mixups more effective and at the same time be able to block if opponent tries to attack (that is, if you just run up and do a mixup, most moves become easier to block, grabs become easier to duck, etc). your welcome
edit: oh, just saw yall are talkin about twitch ducking. step guard to duck, that's my shit, cause most characters use highs, slow mids, and tracking lows to stop stepping, step guard to duck beats about everything. so bored i'm giving away strats, it's not in my nature to share shit.

you don't actually need to step guard and then duck, you can actually just step 2G.
 
Oh... well, thanks for defying your nature for a little while. :)

This is very helpful- I really can't say thanks enough.
 
You can't step whenever you please, can you...?

Must've got counterhit a million times today.

The fundamentals always seem to escape me. ._.
 
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