It’s a tool, and definitely a sign that perhaps your opponent is controlling his space and you’re dancing to his tune, by this of course I’m presuming you don’t know who you’re up against.
Dunno don’t recall how this started little tired, angry from work. Anyway…
I believe that backdashing is good for controlling space
I also believe that backdashing negates whatever advantage or initiative you had on mixups, but I recognize that mixups in and of itself take a second hand seat when controlling space is of utmost importance. Perhaps playing Kyo/Rock and such dulls my senses to a “Guile-lite” sense of playing out matches…
But even Guile doesn’t backdash when he’s got his opponent cornered. Sure he can backdash to make enough space so that anti-airs come easier and more naturally to him, but he can negate that easier when he’s got the pressure on. If the somehow manage to jump out he could easily put them back there, but I generally don’t see this happening when they’re rising into a meaty d.MP or RC’d Sonic Boom.
Well, in a manner of speaking controlling space is being offensive. So long as you’re in control and dictating what your opponent does and making them react to you it’s all good.
About using it defensively, all I can say is that from a turtling perspective where you’re just reacting to whatever they do to initiate their offensive, backdashing becomes a tool for maintaining your effective zones.
I guess this:
effectively this sums it up
While this is a certain possibility, it’s not necessarily the case for every matchup.
Take Guile, so far as it seems he generally always has a sonic boom on the screen. Not a robot like sonic boom where he does one and as soon as he’s able throws another, but generally to maintain the defensive position his opponent has taken in direct response to his Booms (especially when RC’d)
I don’t study frames so I can predict the future. I study frames so that if my opponent plays a universally recognized (and abused) patterns such as my illustration…
Blocked Meaty RC Electricity, d.HK
I know what my options are.
Thanks to some discussion, I learned RC Elec, blocked, gives Blanka +10. That’s basically the same as Cammy’s s.HP. Doesn’t let him combo shit when it connects outside of CC activation, but when blocked it makes the next d.HK guaranteed. Let slip a slight gap in there and you can make that d.HK counter-hit knocking anyone down mashing to nail Blanka in his recovery (which shouldn’t happen anyways). Even if they don’t mash, you still get your guardcrush, your meter, for less risk than what they’re forced to deal with.
Being on the receiving end of that, what are your options? If you know your opponent is following this set standard, and mixes up between just forcing you to block the d.HK or setting up a counterhit, there’s a number of things (most risky), but that’s all up to execution and willingness to let go of block during this pattern. If he/she is, well that’s an opening, however slight and it can be exploited.
Of course this is all based on whether your opponent or not is following that pattern, and based on whether or not the initial discussion was correct but whatever.
'Course he could just mix up by not doing anything and watching my reversal attempt go sky-high.
There are ways to deal with it, but ideally it looks like the best way to combat it is not to get caught in it, which means not getting nailed by the few moves Blanka has to knock you down.
Going by my Guile cornering opponent stuff earlier on…
Guile’s perfectly safe with his d.MP/d.MK’s, though ideally of course he’ll want his d.MP’s when he’s close enough and opponent’s cornered especially when he’s got them scared or turtling up or whatever, just on defense. They roll it you recover early enough to do it again or throw or d.MK or whatever.
So do one, then another and cancel that d.MP into a Sonic Boom, and it’s blocked, well…
You can hit Guile with your fastest normal and possibly beat his if he goes for one, especially if you know you have a faster one. Frame advantage off blocked Booms is 0, completely even for both. So fastest normal wins.
I suppose this is, or would be a good time or good setup for you to backdash now…
Though I wouldn’t since you generally always go to charge again after another boom. This is where my inexperience takes this discussion, but I’d go for charging downback immediately afterwards, after all the d.MP’s did push you back slightly.
After this I presume it’s a pure guessing game with you in the advantage anyhow since they’re cornered, all spaced in the timing of an RC’d Boom (Which is more or less safe now since you’re pushed back a ways right?) This is where your solid corner game strings come into play, and I don’t know exactly what Guile’s are just yet, but if anything it’s all educated guess turned into instinctive responses based on your experiences.
Well, Guile’s now pushed away enough that anti-airs aren’t a problem, got a bit of a charge, perfect range to nail folk with d.HP if they try to escape that way, can easily throw them if they try to roll out and they’re not playing Iori:annoy: or d.MK xx super the roll recovery, or if you want airthrow them back into the corner (risky? loose charge or throw them away from the corner when using air-block? Whatever) And based on what they do now after that initial blocked Sonic Boom he’ll know whether or not they know (or at least suspect) that while they can’t punish a blocked sonic boom they can at least try to counter his following pokes if any… And he’ll keep that in mind when he unleashes that RC’d Boom… If he does. (That can be rolled… 43 frames total…)
Sheesh. Complicated.
While I agree with you that the timing of things always depends on who you are playing, it is safe to presume that in a tourney most of your matches will be best out of 1. Single elimination, etc. So you don’t have the luxury of hindsight, just experience, skill, reaction time, whatever.
It’s your concept of what they’re likely to do as well as their concept of what you’re trying to do, as well as the knowledge that at the lower levels of the tourney you’ll likely be fighting either someone of
less skill
equal
more
and this dwindles as you climb the ladder slowly to
equal skill
more skill
and eventually
more skill
Unless you’re among those one, two or three at the top where anything goes.