Sunday, August 7, 2011

Kara BC and you.

Not much to say on this, except Talbain players don't do this nearly enough. Taken from Dustloop. New notes in italics.

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Talbain has the ability to cancel AND kara-cancel most of his air normals into Beast Cannon or ES Beast Cannon. There are a variety of useful implications for these, whether your opponent is meeting you mid-air or plans to deal with your offense from the ground. Let's start with air...

- When meeting an opponent in the air, Talbain's ability to cancel air attacks into BCs provides you with a useful tool to deal with people who Chicken Guard. For starters, you can cancel his medium attacks into BCs instead of canceling them into more mediums or hard attacks. This will slightly alter the usual timing between attacks, and even alter the spacing (since the BC startup will completely stop Talbain's forward momentum), making it an viable counter to people who chicken guard too frequently against Talbain - a phenomenon that gives many wolf players trouble. No matter what happens in this situation, there is some sort of benefit:

1. If the BC connects after a blocked attack, you get a knockdown off of an air-to-air instead of a reset. I don't think I need to explain why this rules. Moving on.

2. If the normal-to-be-canceled hits the opponent, your Air BC will put you back on the ground with wildly-altered timing, depending on your height relative to your opponent's. In most situations, this is actually SLOWER than just landing normally. However, the wide variety of different possible timings (even if it's slower than normal, different timings make it more difficult to mindlessly AG Talbain), and the possibility of landing behind your opponent at certain heights make this a powerful option. Also, each additional BC is that much more meter you have to play with!

3. If they successfully counter your attack with a chicken guard, you are going to be slightly farther away from your opponent than you would be if you had retained your forward momentum. Not exactly a game-changer, but not useless, either. (I suppose I should put in here, as a disclaimer, that you shouldn't just always get hit because "It's better to get countered when you do an Air BC." If you think your opponent is anticipating this, do something that will defy their expectations - simple as that.)

4. If they block your attack and don't go for the chicken guard, the Air BC will keep you close to your opponent. Also, the Air BC will usually reach the opponent after they hit the ground. Damn near anything they try apart from blocking will get beat, and in almost every situation, the Air BC will reach them quick enough to hit the opponent out of THEIR pre-jump frames, meaning they can't just jump out of it or land and try to chicken guard again. This doesn't come up often, but it's worth knowing.

*Bonus: If you're playing an extremely catatonic player, you can use kara-BC to build additional meter by jumping backwards and doing J.Mp, J.Mk xx BC. Hooray!

- A short blurb on chicken guarding with Air BC: It rocks. If you successfully block an air string, counter with Air BC for a free knockdown! This is also useful against people with long air chains to keep the offensive pressure on, or Air Dashers who like to attack from the farthest possible range (jump up, chicken guard the air dash from near the ground, counter with Air BC).

- Against grounded opponents, there's generally two ways to apply the cancel/kara-cancel BC:

1. If you know your opponent is going to attempt an AG, jump in, do something like J.Mk, and cancel it into an Air BC. This will keep them from immediately countering with something (unless they want to be rewarded with a knockdown), allowing you to stay in close even after being AG'd. The counter, of course, is that they could just anti-air you, or even worse, if they simply block both attacks, you won't land in time to block their counter-attack (i.e they get a free ground chain on you).

2. Using kara-BC, you have a pretty cool option select that can be useful against opponents with SRK-type attacks or other anti-air normals/specials. Though, in actual practice, it's not foolproof, it's still pretty damned useful:

As you're descending from your jump, press J.Mk and kara-cancel it into a BC. Preferably, you want to do the J.Mk from a distance where it'll whiff. What happens here is, if they jump at you, or try and counter you with a normal, you'll beat them with your J.Mk. If they try instead try an SRK, it will whiff and they will instead be hit by your BC.

Naturally, as I mentioned above, this isn't going to work out 100% of the time. If your opponent does a move that can beat your J.Mk, it won't magically win because you're doing a cool option select. Also, SRK attacks that move the opponent far enough forward will still beat this, so it's generally intended to beat Jab-SRKs/vertical Demon Cradles, slow anti-air normals (Anak's C.Hp, Jedah's C.Mk), and other anti-air specials (Jedah's Nero-Fatica, anti-air projectiles).


Start using this!

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