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Breakthrough - Kitana NEW TECH - Wavedashing Backwards with Kitana (MKX's form of the "Korean Backdash")

Zoidberg747

My blades will find your heart
I got a question. Has nothing to do with this thread but I'm just gonna post it here. How do you tech roll a super long knockdown that isn't technically a HKD? Like quan's 141, tremor's db2, pred's f4 etc. Also with pred's f4 will tech rolling make the smart disc whiff?
Edit: Also why does pumped up's EX ground pound sometimes do 10% and sometimes only 5ish?
IIRC those are hard knockdowns and can't be tech rolled.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I used to do this with Kitana when I played her for like a month. It's really good, especially for a zoner. I preferred to hold back and tap block. There is a sweet spot in the timing where I think it works better than just tapping back, plus you don't get accidental backdashes and you have built in blocking that can save you against a teleport or something.
 

Harlequin969

Always press buttons
I got a question. Has nothing to do with this thread but I'm just gonna post it here. How do you tech roll a super long knockdown that isn't technically a HKD? Like quan's 141, tremor's db2, pred's f4 etc. Also with pred's f4 will tech rolling make the smart disc whiff?
Edit: Also why does pumped up's EX ground pound sometimes do 10% and sometimes only 5ish?
Best bet is to do one to the computer and set them to tech roll. Then study when they actually preform the roll and try and manage it.
 

Harlequin969

Always press buttons
@YOMI REO Have you tested this using the analong stick as well as tapping with the dpad? Similar to how some people do instant airs like Shinnock tricky portal.
 

dennycascade

UPR_ghastem
I dunno about all of them but 141 with Quan isn't a HKD, just a REALLLLLLLLLY long soft knockdown, so I totally get what he's saying. There are definitely a lot of knockdowns like that in this game.
Yeah these are all soft knockdowns that keep you on the ground for a long ass time, and in the case of predator and tremor they involve a setup that's supposed to hit you as soon as you stand up (rock drop and smart disc) along with whatever normal they follow up with to break armor attempts. Since these keep you on the ground for so long it makes it extremely tricky to time your tech roll and escape the incoming attacks, and if you mess up, your guy will just stand up not even blocking and eat a combo. I see experienced players teching tremor's db2 all the time and escaping his setups that way and I just have no idea how they do it. I also don't get how people wake up with a poke. The down motion of the poke just makes me delay it and sit there while they pressure me more.
 

SaltShaker

In Zoning We Trust
@YOMI REO I'll be at Cossner's gaming setup to give you the biggest thank you of all time for discovering this man.

You have no idea man. No ******* idea!!!!! I just got out of my bed to practice this. His Wavedash level 2 is very similar to Tekken so you already know!!! Bro this is game changing for some MUs. BRO! F D'Vorah. Kitana grind until she's ready. Who needs Heihachi as a secondary when I got Kitana right here?!?!? Hype as FUUX right now. I can't play this game anymore without wavedashing now. Perfect timing with no work until the 4th, nothing but practice time. Wow. TOO HYPE!

/SaltShakerOut
 

rev0lver

Come On Die Young
this is good in other games because you block with back.

@RM Cossner remember when you would keep doing this and i would run up and hit you? it's because you're not blocking if you're doing this. so that's a problem.
 
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SaltShaker

In Zoning We Trust
this is good in other games because you block with back.

@RM Cossner remember when you would keep doing this and i would run up and hit you? it's because you're not blocking if you're doing this. so that's a problem.
Did you guys try WaveDashing with blocking? Comes out as a slightly slower walk and I'd assume you can react in time to block if someone closes in on you. Thinking maybe Wave away and WaveDashBlock when they're closer. You'd just have to stop it on the high or low you wanna stop it on. Seems like it'd work much better for a character like Kitana than most others. Especially being able to toss out IA Fans out of this.

definitely something i want to learn. any stick players try this yet?
Yea I'm on stick doing it now but I'm a Tekken main so the movements feel pretty natural to me.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Did you guys try WaveDashing with blocking? Comes out as a slightly slower walk and I'd assume you can react in time to block if someone closes in on you. Thinking maybe Wave away and WaveDashBlock when they're closer.
Honestly, WaveDashBlock method is better all around. You need to have a longer walk than what Reo is doing. She takes a big step when she starts her walk and you want about half of that step, like in the top video. In the second video, he is doing it a little too fast and it's slowing her down. The top video shows her gaining more ground on Goro because he's actually doing it slower. the block method lets you press back immediately after releasing block, so if you can block for only 1 frame, that would be ideal then hold back for 5-6 frames(?) then block for a frame, repeat.
 

SaltShaker

In Zoning We Trust
Honestly, WaveDashBlock method is better all around. You need to have a longer walk than what Reo is doing. She takes a big step when she starts her walk and you want about half of that step, like in the top video. In the second video, he is doing it a little too fast and it's slowing her down. The top video shows her gaining more ground on Goro because he's actually doing it slower. the block method lets you press back immediately after releasing block, so if you can block for only 1 frame, that would be ideal then hold back for 5-6 frames(?) then block for a frame, repeat.
I think you're on to something. I'm repping this right now in practice. Seems like something that with practice can be made very consistent. Ever so often a backdash comes out or I block too long, but those are things that can be cleaned up with more practice. I think you're dead on about the timing REO is using in the videos.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I think you're on to something. I'm repping this right now in practice. Seems like something that with practice can be made very consistent. Ever so often a backdash comes out or I block too long, but those are things that can be cleaned up with more practice. I think you're dead on about the timing REO is using in the videos.
What I usually do on stick is hold back and slap the block button on the edge and let my finger quickly slide off. Seems to be the best way to get the 1 frame of block. I might post a video of the blockdash so you can see what the timing looks like if this cellphone will upload the file.
 

Jynks

some heroes are born, some made, some wondrous
is the reward worth accidentally screwing up and getting a back dash? That could easily loose you the game.
 

Gesture Required Ahead

Get on that hook
IIRC those are hard knockdowns and can't be tech rolled.
No they definitely exist. They're called Splats and generally you don't want to tech-roll them because you actually lose frame advantage if you do. Examples are: Double NJPs, NJKs, Sonya's 2134, Reptile's Swipe and Pounce, Takeda's Tornado Kick just to name a few.

I got a question. Has nothing to do with this thread but I'm just gonna post it here. How do you tech roll a super long knockdown that isn't technically a HKD? Like quan's 141, tremor's db2, pred's f4 etc. Also with pred's f4 will tech rolling make the smart disc whiff?
Edit: Also why does pumped up's EX ground pound sometimes do 10% and sometimes only 5ish?
You input the tech-roll (block or any attack) at the end of the splat. Just mash lol