What's up with BT B+K, B?

sig808

[08] Mercenary
Today I was fooling around in practice mode. In the options menu I switched counter hits to attack. For some reason I tried 88 A, BT B+K, B. I expected the B to whiff, but instead TAKI sometimes turned around and the B launched the oppoent real high. Did I miss something? Does everybody know about this? If so, could you please explain? Or this just a bug and it doesn't work consistently?
 
hmm sounds interesting. might be related to how much they're sideturned-- like if they're sideways and you roll into them, you might end up right beside them instead of in front of them, causing enough of an axis shift for the B to launch.

btw, you get an A6 WR B after that RWR B.

on a related note, i scored a BT throw after 22A today.
 
You're probably right that it has something to do with how they're turned. If that's true, it seems hard to see when it would work. At least I couldn't figure it out yet. I wasn't even sure if it's somehow related to the 88A being a stun on CH, or perhaps the input timing.

Thanks for the tip with A6. I rarely use RWR, perhaps I should add it to my game.

About your BT throw: It's always possible to transition to BT PO from 88_22A and then try the BT throw. People seem unsure though wether THIS is a bug.

I usually go for BT A+B, A6. But I'm getting bored with that which is why I'm so interested in the BT WR stuff.
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Ok, I've experimented some more and I think it's getting real interesting.
It definitely works when standing face to face before the 88_22A.
I'm starting to think it's either a bug or a hidden just frame (88_22A, BT B+K:B). It seems to work if the B is input very late during the RWR. But as far as I know it didn't work once without the first hit being CH. I'm also uncertain wether the opponent has to do something (like getting up at the right moment).
I'll do more testing...
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...and it's getting even stranger:
not only can you do RWR A, but also RWR WR BBB_BKB_... !!!
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Correction:
The input seems more like:

88_22A:B+K A_B_B+K

I'm not sure wether there's a difference between 88 and 22 (depending on facing left or right).
 
Cool find! I wouldn't have thought that you can predict where she is facing after such fuzzy stuff!

As far as i can see it works only after CH 88A from the P1 side/CH 22A from the P2 side. It's the more damaging 88_22A where you have to input 88_22 to Taki's left and she uses Mekki-Maru.
But it seems to work no matter the distance.
With the right timing (not just though) the falling opponent and the backward-rolling Taki seem to move past each other, so when Taki is done she is facing the opponent again.

Ukemis in any direction of the opponent are of no consequence, with the right timing Taki will face the opponent.

Unlike 88A A6 WR B nothing is guaranteed in this set up which is sad.
RWR A and B both don't hit grounded.
But if they get up you're very close so you can either do RWR B or Throw/Command Throw.
And that makes it a very powerful mix up, because RWR B A6 WR B results in 74 damage.
(i wouldn't use RWR A because it only gives 26 damage and -frames on hit and you don't need it since you are close enough for a throw)

And when they stay down you are already FC after the RWR which allows you to instantly do FC 1A+B for good tech traps.

I wonder if opponents can predict where she is facing after 88A RWR :) Good job!
 
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