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; Characters that can manually enter Back Turned: | ; Characters that can manually enter Back Turned: | ||
* Feng (b+3~4) | * Feng (b+3~4) | ||
* Hwoarang (1+2, has both generic BT and Right Foot Forward BT (RFF BT)) | * Hwoarang (1+2, has both generic BT and Right Foot Forward BT ((RFF BT)) | ||
* Kunimitsu (b+3+4) | * Kunimitsu (b+3+4) | ||
* Lei (b+3+4) | * Lei (b+3+4) |
Revision as of 09:23, 21 January 2022
Back Turned (BT)
Back Turned is a generic stance, which all characters can be subjected to through various means, and some characters can manually enter.
- Properties of Back Turned
- While Back Turned one can not guard as one normally could and your list of possible actions is severely limited to the generic Back Turned moves and whichever character-specific BT moves your character may have in their move list.
- Generic moves in Back Turned
- BT 1_2 - 8f high, -8 / +3 / +3 15dmg
- BT 3_4 - 10f high, -8 / KND W! / KND W! 18dmg
- BT d+1_2 - 10f special mid -2 / +9 / +9 10dmg
- BT d+3_4 - 10f low, -11 / +3 / +3 12dmg
- BT u/f+3_4 - 15f mid, -11? / Launch / Launch
- Recovering into standing guard from Back Turned
- 6 frames to turn and block with f,B (Raven BT b+3+4,B. Ling BT/RDS u/b~B)
- 6 frames to turn and block by holding forward - this lasts for 18(?) frames until you have to again hold back to continue blocking.
- 7 frames to turn and block with holding back
- 9 frames to turn and block with db,B - this enters crouch state on frame 1 and thus high crushes.
- Turning around through actions
- Moves and throws can be used to
- Characters that can manually enter Back Turned
- Feng (b+3~4)
- Hwoarang (1+2, has both generic BT and Right Foot Forward BT ((RFF BT))
- Kunimitsu (b+3+4)
- Lei (b+3+4)
- Lili (b+3+4)
- Lucky Chloe (3+4)
- Master Raven (b+3+4)
- Xiaoyu (b+3+4, called Rain Dance Stance (RDS))
- Yoshimitsu (b+3+4, called Meditation (MED))
- Examples of setups to get enemy Back Turned
Generally all characters have a way of using the wall to setup a "tech trap" in which you can make it hard or impossible for the enemy to block your next move.
- Wall ender with some quick recovering move into U/F, jump over enemy into BT d+1_2 in their back, generally guaranteeing a 14- frame or faster move starting from the Full Crouch state into their back unless they already turned to face you before the BT d+1 hit them (usually by attacking or doing a throw).
- Wall ender with some quick recovering move into U/F+3_4 which depending on your timing can hit their front or back, thus making it very hard or impossible to guard in the correct direction.