Actually I was going to get into this when I completed the lineshift section a few posts back. That would work in theory, but there’s actually a few factors to consider.
A big one is that the backplane is a position of disadvantage, i.e. any attack from the backplane to the front will out-prioritize one from the back. You may notice that there’s a delay between when you push an attack button from the backplane till it actually connects as the character makes the lineshift. If the person in the foreplane attacks at any point before your attack hits, they will win.
I.e. if I go for a lineshifting :snkb:, and you do a :d:+:snkd:, you will win every single time. The best thing for me to hope for is for you to do one of 2 things.
- Be committed to another attack or react slowly enough that you won’t be able to hit me in time.
- Choose wrong (:snkd: to counter my :snkb:, or :d:+:snkd: to my :snka:).
This is why characters with fast lineshifting attacks (Bob, Mary, and the Jins in particular) are much more likely to emphasize it in their games than other chars (Krauser, Franco, and others). It’s also why the Waving Blow is one of the most devastating specials in the game. Because not only is the only special / super in the game that forces you into that position, you lose the ability to do specials (unless you’re Duck or Sokaku), supers, and jump once you’re there. And, on top of all this, Franco has tools to not only help ensure that you don’t come out of it unscathed but to put you *back into that position. *:wow:
For example, Bash knocks you into the backplane. Aside from having both a good :snkd: and :d:+:snkd: attack, he can time a jumping :snkc: (which has a lot of range) into a bread n’ butter ending in a Waving Blow, knocking you right back to where you started minus 30% life. If you backdash (which is still invincible in the backplane, by the way), he can keep up with the Barom Punch and catch you in your recovery as you’re forced out of the backplane at the end of your dash.
Most characters can’t do too much when bringing you back into the foreground, generally just a :snkd: followed by a special or super at most, but others (Franco, Kim, Chonshu, Rick, and Mary are just a few) can either combo for big damage or setup into vicious mindgames.
If the opponent is very practiced with feints, then they could knock you back into the foreplane, fient, then combo you with just about anything they want.
It’s why in videos, you’ll generally see me go for a :snkb: because unless they’ve got excellent timing, the most they’re going to be able to do is knock me down and maybe land a pursuit, or a :snkc: when I’m reasonably sure I’m going to hit them. :snka:'s are something of a last resort because it not only does minimal damage at most (though it is an overhead) if they catch me with a :snkd:, I stand to lose way more damage than what I was going for.
However, there are two things you can do that takes away the high-low guessing game associated with lineshifting attacks, which you’ll find in the link posted above. :tup:
Whew, I’m starting to see double over here and I doubt I’m making sense anymore at this point. So I’m gonna crash. Take care all, and Merry Christmas Eve n’ Christmas Day! :party:
Gah, curse this snow for making it a pain to type my post from Opera!