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I dont get this new stuff that CreeD wrote.

Discussion in 'General' started by PGhacker, Feb 18, 2003.

  1. PGhacker

    PGhacker Well-Known Member

    i was reading it, and umm..
    just this part..

    backfist -> double high backfist (opponent TR's) -> puntkick -> knee ->
    [4]+[P][K],[P]->,[6]+[P][K]->[3][K][176 pts]

    i get the arrow part, but what's the backfist and all that stuff?
    and you can't connect all that, can you? it's not a floating combo, is it? AHHHHH
    i dont get it
    anyone please explain the top part
     
  2. GLC

    GLC Well-Known Member

    Those are moves names. Check the movelists available on this very site for motions. As for 'it's not a floating combo', read on basics. Why not visit Character and Technique forum, and read a couple of posts there? The questions you asked can be answered easily by searching the forum - you're simply asking for RTFx. /versus/images/graemlins/wink.gif
     
  3. CreeD

    CreeD Well-Known Member

    what GLC said :p
    but, I'm a softie, so:

    backfist = b+P
    double high backfist = b+P,P
    puntkick = f,f+K
    knee = f+K

    The entire thing is NOT a true combo. It's a crumple combo into a tech roll backstagger, and then you use a knee combo on the staggering opponent. The opponent can get out of the combo by
    A. Not techrolling
    B. Struggling out of the stagger in time to block the knee
    C. Anyone know the secret method? :p

    Anyway, here's an easy explanation:

    Set the computer to counter hits and tech rolls first.

    [4][P] (counterhit, oppponent crumples) --> [4][P],[P] (opponent is hit twice, and then tech rolls) --> dash forward with jacky, and then do a [6][6][K] just at the end of their tech roll. With perfect timing it will hit them in the back for a backstagger. Dash forward again. Do a [6][K] (knee) in their back. Finally, complete the combo with a damaging [4][P][K] , [P] ---> [6]+[P]+[K] combo. They'll be slammed to the floor and you can finish with a [3][K] ground kick.

    Enjoy the fun world of backstaggers /versus/images/graemlins/smile.gif
     
  4. PGhacker

    PGhacker Well-Known Member

    ohhh i get it.
    i knew what the back fist is and all that stuff, but what i didnt get was how can that be one floating combo. So, it wasn't. it's just a stagger thingy combo thingy.. (w/e that is)
    anyways, i get it
    thx for explanation CreeD
    oh and I got one more way to get out of that combo.
    if you are playing with human opponent, just before he inputs the knee kick, push him/her or kick him/her to divert concentration-_-. it works
     
  5. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    Maybe it's just me, but I programmed my mind to either Quick Rise or just stay down after a crumple situation a LONG time ago (Or maybe relativly long; I think around the time Myke first posted the TR/QR system and when Ken made Lei Fei's faq). So my point is, I never thought anybody (aside from the CPU), does TR after the obvious crumple situations. So do you guys actually TR in those? /versus/images/graemlins/smile.gif

    One situation that I don't consider very obvious is after Akira's [4][6][G]+[P]+[K], low [K] into crouch dash side kick. And even that one can be figured out after one or two tries. (And it's not that easy to do either).

    That's why we never get to see many backstagger events in clips and such. The last time I remember was probably someone TRing after Brad's Knee throw. Before that was... What, when ShinZ went to Japan and landed that backstagger after [4][6][G]+[P]+[K] in one of his early matches there? /versus/images/graemlins/smile.gif
     
  6. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    It's all about the mind games, Bu.

    Say you're playing opponents who never, ever TR when they're face down head towards because of the risk of being back staggered. So instead of dashing forward anticipating the TR, you're conditioned to resign to playing QR mind games, which is the classic nitaku (mid or throw) situation. Then suddenly, your opponent surprises you by TRing when you weren't expecting it .. and he gets away scott-free.

    That's just one example for why you'd see people still TRing from that vulnerable position. I had a marathon session with Ken the other week, his Lei against my Kage, and every now and then I would TR while face down head towards, just because I knew he wasn't expecting it.

    Of course, there are occasions when people just 'forget' they shouldn't TR but do it anyway. Also, you may be playing an opponent who doesn't know about back staggers, which then allows you to TR for free.

    In general though, at high level play you'll almost never see anyone TR from that prone position. But it's still good to know your backstaggers 'cos you never know when your opponent is gonna call your bluff /versus/images/graemlins/wink.gif
     
  7. CreeD

    CreeD Well-Known Member

    I saw chibita TR twice in a dangerous situation in one of the recent movies.

    You already read myke's post. I'll just add that certain anti-TR strategies are also fine for beating QRs... when you see chibita dash close to a QR and sidekick, it's option select: backstagger a TR or stagger a QR who guards low.
     
  8. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    I agree with what both of you said and that it can be part of the mind games you can have on TRers and QRers. I wasn't arguing that the attacker shouldn't try to backstagger (If you remember Creed I actually attempted backstaggers several times when we played in the VA gathering /versus/images/graemlins/smile.gif ), I was asking why the defender should bother TRing in those situations.

    Think about it. If I QR in one of those Dangerous situations, I will have to guess between a throw or a mid attack. By TRing I add another possibilty of being staggered, but I am also increasing the probabilty of my escape (1 out of 3 situations for example). BUT, I don't see all of those 'punishments' as equal /versus/images/graemlins/smile.gif!! I mean, I would rather be staggered or thrown after QRing rather than Backstaggered against Akira or Lei for example, since the damage they can unleash is relativly high.

    I might eat a high damaging throw, or I might be put into another guessing game if I get staggered, but like I said, to me it's better than getting backstaggered and killed. So if Chibita Dashes in a side kicks in a similar situation, the opponent would either block it standing or crouch and eat a stagger after QRing. (Maybe he can evade throw escape? Not sure if it can be done after QRing /versus/images/graemlins/smile.gif ).

    But I see how it can be included in one's offense if one pays attention to what his opponent is doing in those situations /versus/images/graemlins/smile.gif.

    BTW, which Character(s) was Chibita playing against when he TRed? Maybe he thought his opponent wouldn't be able to punish him that hard (Or maybe not, just asking). But yeah I guess it can be included as a surprising defensive manuever like Myke suggested /versus/images/graemlins/smile.gif.
     
  9. CreeD

    CreeD Well-Known Member

    Chibita was playing against another lion. The logic probably was:
    Since I am the best lion in the world, this lion cannot beat me. Since this lion can't beat me, it doesn't matter if I lose half my life to a backstagger combo.

    As it turned out the opponent was expecting a QR and failed to touch the backstagger.

    I'm wondering if the best option is to just stay down. Staying down the first few times will probably result in no punishment. Vs. a smart opponent, they might figure things out and get you for 25-35 points with either a pounce, or some ground attack sequence like AS3 or double low kick. In order to punish people who stay down, the attacker must commit. To punish a QR or TR, the attacker can just use an elbow or sidekick. So if someone expects you to stay down, commits to a ground-scraping attack, and you IR ... bad news for them.
     

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