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Sycophantam
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Today at 4:44 AM
I'll just list out a couple things to practice, in no particular order but learn stancel first and oki setups later:
Stancel:
BT H 2266 2s 2h 214s (or Bt H 2266 cs 2s 214s if you're at a closer range, damage is basically the same so it's a preference thing)
Bt KSH 2266 2s 214s
Bt KSH 2266 2k 2d (on block, safest BT ender that also has a high low mix at the end)
A big thing to be aware of during backstance is hitconfirming bt h, which comes with time and practice and is hard to do immediately. You need to be aware of whether to use 2k, which beats out fast buttons but doesn't get as good of a combo (or sometimes no combo), and 2s, which doesn't beat out fast buttons but gets us our combo.
BT S 2266 2k 2d (on block. some opponents block high when they see bt s due to it only having a gatling into bt h, but this can catch them out, plus it's safe and real on block)
Bt S 2266 grab (on block, you can get hit out of it but it's still really good)
Bt S 2266 5k (on block, into a strike throw with a tickthrow or 6k, honestly I don't like it as much as grab or 2k, I don't use it very often)
Bt (ks)h 2266 5h 2s 5h etc (corner combo)
Oki:
(assume it's raw, when comboed into DP has one more plus frame)
H DP 236h bt S (or bt k) on light and medium weight characters
H dp 236h bt k (only on heavy characters)
CH H DP backdash 236h (it's super fucked but it only works at close ranges because this game rules, if you think you'll be too far away after the backdash then you'll either have to manually time it, or go for meaty Cs instead)
2k 2d 236h bt s (or k) (buffered, it's annoying because you have to buffer it out of 2d sooner than you think
I think those are the main things to learn, I probably missed one or two though
oh that was bigger than I thought it'd be
combo theory in BT is basically just, how can I end the combo in BT, while still being able to mix people up afterwards