BBCF Mu-12 Basic Corner Offense

Описание к видео BBCF Mu-12 Basic Corner Offense

Music : Ballade No.1, Op.23 (Frédéric Chopin)

One of the reasons I decided to make this video was to clean up this aspect of my play, since I'll be going to NEC this weekend (wish me luck!). I'm only demonstrating one setup and a few blockstring ideas, but perhaps I will do a more advanced video including more options as well as uses for meter and overdrive when I get back. However, I do believe that what I've included in this video is good enough to work with for a while.

You may notice I have also included many other setups that I don't explain or notate in this video, appearing after the combos. I will explain those too in the next video, but for now I'm sure you can guess how some of them work. Anyway, the text in this video is more like descriptions than explanations. For a more in depth insight into why you may want to do some of the things I've shown in this video and more, check out my in depth text guide, though it's still far from finished at the moment.

More In Depth Offense Guide (WIP) : https://docs.google.com/document/d/1I...

Something I didn't mention in the video, assuming it's implied, but just in case : to get the second hit of 6b to hit only, you need a somewhat specific spacing. It can be hard sometimes to think up ahead of time what offensive string you're going to do, and then adapt to the pushback from your opponent's blocks (instant block, barrier, etc.). Also, MIND YOUR OPPONENT'S OVERDRIVE GAUGE.



The notes I took to organize this video. Maybe it will make something clear for someone so here they are :

Basic mu-12 okizeme options (6c 5[d] 236a ender)
Vs normal block
2b 5c 6b > hit : 5c 6c SoD
> blocked : walk forward, start normal pressure
2b 5c 5d 3c > hit : 5c 6c SoD max
> blocked :
5d 6b SoD > hit : bnb
> blocked : ]d[ ]d[ > start normal pressure
5d 3c SoD > hit : bnb
> blocked : ]d[ ]d[ > start normal pressure
2b 3c CT > hit : 5c 6c SoD max
> blocked : start normal pressure
Throw


Vs barrier stuff :
Example strings:
2b 3c 2d 236d 5[d] 236a 2b 3c 2d 236d etc.
2b 6a 3c 5d iad j.2d j.2c 2b 3c 236d jump forward mixup


Normal pressure strings (examples :
There are 2 way to begin them : 2a and 2b. 2a is generally when close 2b is for when farther away. I’ll look at what options you can have.


2a delay 6a 2b 3c (combo 3c sod bnb on hit)
-2a > 6a
-frametrap
-catches backdash
-you can also airdash pressure reset here, examples :
Airdash j.b j.2c
J.b empty throw
J.b empty low
-you can also dash in again to close the distance, or go for throw, or stagger
-6a > 2b
-is standing so catches people who thinks it might be first hit of 6b
-even if people realize, they will most likely think about it, and may not be ready
For what’s to come
-2b > 2c
-frametrap, confirms by doing nothing after 2c, so wait to react
-if 2c is blocked you want to adjust based on spacing :
To reset pressure :
(close) 5d 5c 236a
(any)Airdash
(close) 3c airdash
(far) 236a
More frametraps
Delay 6c
SoD
(close) 3c SoD
(close) Delay 5c
-alternatively, can resume staggers
-or cancel into 5d here
5d 5c 6b 5c 6c 236a dash 2b catches jump
5d 5c 3c on hit SoD 2b 5c 6c sod max bnb
5d 5c 236a 5c 2d 236d pressure reset


Finally, some notes on how to use the special moves in pressure :
214d can work as a pressure reset but it requires a stein aiming in the right direction. It’s very slow, but if your opponent is respecting you can reset pressure on them and they can’t jump out (if you’re close enough), however they can avoid it on reaction if expecting it. It also recovers very fast so as long as you don’t get hit out of startup you should recover fast enough to avoid being punished if your opponent avoids them, although if might not be a favorable position.
SHOW:
5c 5d 5c 214d dash 2b to catch jump
5c 5d 5c 214d getting jumped > can anti air
2b 5d 5c 4d 5c 214d covers more
2b 5d 5c 4d 5c 214d still gets dash forwarded but safe
5d 214d combo on hit


236a :
If you’re close it’s bad, farther you are more + it is, but it becomes easier to jump, so you want to find the spacing you feel is just right. It’s also very good at dealing with barrier block. Generally if you’re far people will try to jump after, and 5c does a decent job of catching them if you’re close enough.
SHOW
Close 236a minus to even ish
Far 236a plus
Far 236a jumped
Far 236a jumped neutral
Far 236a can’t be dashed through
Good 236a, upbacking after blocking leads to 5c


236d :
Only good if you have at least 2 well placed steins, like one behind then one in front so laser goes back and forth. If Opponent avoids it at least it’ll come back even if you’re blocking or getting hit, so if you have 4 steins out this is really good to use.
Example uses
-2a 6a 2b 5d 5c 2d 5c 6c 236d : resets pressure
-2a 6a 2b 5d 5c 6b 5c 6c 6d 236d : catches jump
-2a 6a 2b 5d 5c 2d 5c 236a dash 2a 6a 2b 5d 5c 6b 5c 2d 236d : look how long

Комментарии

Информация по комментариям в разработке