What's new

Question Looking At Certain Character's Defensive Backdashes

REO

Undead
There's more to some backdashes than meets the eye. Currently there are only two backdashes that have extra perks over the rest in the game. Take a look at them below:

Triborg backdashes raises his hurtbox to give him invulnerability to most Lows in the game while also keeping him grounded. This makes it very good to avoid low attacks if you think one is coming where normally a regular backdash may get stuffed or clipped.




Alien's backdash is the only backdash in the game that leaves him fully "crouched" while retreating for almost the entire duration, giving him the ability to evade high attacks and some mid attacks. He can even backdash under projectiles and far ranged high attacks.




Do you guys think NRS should have introduced more characters with evasive type properties tacked onto backdashes for MKX? Would it improve some of the defense? Or does it just make some characters unfair in a way?

Discuss.
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
This game is a clusterfuck of balance issues in more ways than one, it seems. I really hope they look into this. I mean, I enjoy the game a lot, but I wish some things in this game were more like Street Fighter V.
 

Eddy Wang

Skarlet scientist
Backdashes in this game cost stamina and only have 1 invincibility frame on startup, i think is totally unfair to everyone, some strings cover more grounds than backdashes and way much faster.

Every single backdash should be viable, if one is used, it the first 6 frames of the move should be invincible, or it should cover ground much more quickly with less recovery to balance the absurd space fullscreen advancing strings covers.

as they're right now, its kinda unfair to waste half of the entire stamina bar to use back dashes, which may or may not be guaranteed.

Edit: Also the Walkspeed of some characters are not helping either.

#MyOpinion
 
Last edited:

Trauma_and_Pain

Filthy Casual
Yeah, I think more characters should have evasive backdashes like this. Goro, Kenshi and possibly Cho could all use some help.

Most people think distance is the problem, but there is a possible downside to longer backdashes--you can't punish well if you're too far away. The ideal backdash might be very evasive, yet short distance, so that you're close enough to land a full combo. The distance aspect always depends on the exact matchup & situation.

Good find.
 

IrishMantis

Most humble shit talker ever!!!
Backdashes in this game cost stamina and only have 1 invincibility frame on startup, i think is totally unfair to everyone, some strings cover more grounds than backdashes and way much faster.

Every single backdash should be viable, if one is used, it the first 6 frames of the move should be invincible, or it should cover ground much more quickly with less recovery to balance the absurd space fullscreen advancing strings covers.

as they're right now, its kinda unfair to waste half of the entire stamina bar to use back dashes, which may or may not be guaranteed.

Edit: Also the Walkspeed of some characters are not helping either.

#MyOpinion
source?
 

GQJ

Noob
In my testing I think it was a few frames. That's when used in neutral. You get a lot more invincible frames on reversal backdash.

I did a little demo of that here. Toward the end F/T vs Scorp, you can see Scorp avoids several active frames.

Did you do the backdash speed/distance thread a while back? You are a good guy.
 

VSC_Supreme

TYM's #1 L taker.
Haven't really thought too hard about backdashes and rarely implement them into my regular game plan, Good thread and good information, going to have to hit the lab later.

As for the initial question, I'm not sure about how those backdashes could be balanced if certain characters had more defensive properties, maybe they would have a lack of armor moves which they make up in having a better backdash? I don't know, I'm all for a bit more diversity though, as long its not limited to one or two characters specifically.
 

IrishMantis

Most humble shit talker ever!!!
In my testing I think it was a few frames. That's when used in neutral. You get a lot more invincible frames on reversal backdash.

I did a little demo of that here. Toward the end F/T vs Scorp, you can see Scorp avoids several active frames. There's no way it's only 1 frame. You wouldn't dodge anything if it were 1 frame.

Yeah I knew it was more than just 1 frame Eddy made it sound like it was a fact so I wanted to see his reply but good testing
 

Eddy Wang

Skarlet scientist
In my testing I think it was a few frames. That's when used in neutral. You get a lot more invincible frames on reversal backdash.

I did a little demo of that here. Toward the end F/T vs Scorp, you can see Scorp avoids several active frames. There's no way it's only 1 frame. You wouldn't dodge anything if it were 1 frame.

It also doesn't explain you doing it and yet getting clipped by an advancing move you wanted to avoid when the animation already started, either way one frame or not its not really that good in general.

Resuming, Reversal Back Dashes are better than raw backdashes, why can't they just make all the same? it would kill all the headaches really.
They should all be fast and had a nice recover, it would justify costing a stamina for it, right now it just jibbers.
 
Last edited: