gwcommander Posted November 7, 2013 Posted November 7, 2013 Got a question. So been playing fighting games for a long time but was more self taught and im not that amazing at it. Heck for the longest time I was a button masher. There is one thing though when playing BBCP is that i notice i get stuck in a corner and I cannot get out. Other than bursting i have a hard time escaping that wall. Is there any tips or anything you can recommend from getting free from the wall?
TheRealBobMan Posted November 7, 2013 Posted November 7, 2013 I'm not a BB player, but these sort of apply everywhere, or at least I think they would. 1. If they give you the chance, use a back throw. Now they're cornered. 2. Pushblock to create space, then get out. BB has barrier, GG has faultless, other games have some kind of advancing block or pushblock. Once they whiff something, you have an opportunity to get out via jumping, hitting them in their lag, or whatever else you come up with. 3. If they jump in, walk forward. You have to learn where you can get away with this, but usually if they time a jump-in wrong, you'll go under and cross them up, resulting in blocking the other way with them in the corner, or even their attack whiffing and you getting to punish. Doing it at the wrong time or in the wrong circumstance means getting hit though. 4. Use a reversal. 5. Get them committed to a block string, then Dead Angle / Alpha Counter / Whatever BB calls it when you spend 50% to attack out of block stun.
Solless Posted November 7, 2013 Posted November 7, 2013 BB has a couple of techs to try to move forward when you've been knocked down. A forward roll (limited invulnerability and skilled players will expect/have ways around this) or a forward air tech that will usually at least semi get you out of the corner (depending on the height but on average it's about a character or two away from the corner). A lot of combos will knock you up into the air, so the air tech is most likely what you'll find most of the time. Head to the wiki and read up on the general bits, not just character data.
Airk Posted November 7, 2013 Posted November 7, 2013 BB has a couple of techs to try to move forward when you've been knocked down. A forward roll (limited invulnerability and skilled players will expect/have ways around this) or a forward air tech that will usually at least semi get you out of the corner (depending on the height but on average it's about a character or two away from the corner). A lot of combos will knock you up into the air, so the air tech is most likely what you'll find most of the time. Head to the wiki and read up on the general bits, not just character data. While it's generally a good idea to forward air tech when you can, I can't really recommend forward rolls; Yes, they do sometimes work, but they're extremely risky and better left for once you have a better idea of how the game works. The best way to get out of the corner, of course, is not to get put in it in the first place. The most important part of THAT is to move forward when the opportunity presents itself; You can, as someone mentioned, dash under your opponent when they jump, especially when they superjump. This can be useful if you feel the corner drawing nearer or if you just want to mix it up. Better still, of course, is successfully anti-airing your opponent when they jump at you. Most of the cast has a go-to option here, that will turn momentum your way. And really, anti-airing is just an extension of the main way to stay out of the corner - winning at neutral. And an important part of THATfor many characters is, again, moving forward. This is actually one of my greatest weaknesses as a player, is I tend to be scared to move forward on the ground. But learning how to approach an opponent with a dash-in poke is very important both for controlling your space and for getting hits in, so practice it!
gwcommander Posted November 7, 2013 Author Posted November 7, 2013 thanks for the advice. though sometimes when im in a corner sometimes you cannot recover especially when they keep catching you in combos. But i do see your point Airk that it is best to not get there in the first place which is something i should work on.
Airk Posted November 7, 2013 Posted November 7, 2013 Oh; Another thing that nobody mentioned, but which might be a problem if you're new. If you are in the corner, for the love of Bob, DO NOT roll backwards. It gets you nothing, and it costs you a ton of invulnerability and means that your opponent can pick you up into a new combo basically for free. In the corner, let the stick go back to neutral when ground teching, and only pull it back into block position AFTER you see the tech animation start. Exception: If you're feeling gutsy, you can try quick wakeup -> 5A as your tech option if you think the opponent isn't expecting it. To do this, hold down while teching on the ground. This will cause you to get up faster and without the white flash that signals a tech, so you can catch an unwary opponent offguard and hit them with a 5A, or at least, make them block and turn the momentum around. Be extremely careful with this, however, because if your opponent is ready, they can combo you for free here too. What character do you play anyway?
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