Baek's FLA WD study

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NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17048
From: USA North Carolina
PSN: TastyPPJuice
#1 “Quote” Edit Post
Baek's FLA WD Study


Level: Advanced.


Disclaimer

Before going head-on and applying what you will learn here in the actual battle, it?s ABSOLUTELY ESSENTIAL that you are comfortable with everything else about Baek, which includes iFLA cancel, spacing, okizeme, and specific range of moves of interest. Due to the nature of FLA WD, any hit inflicted to you will be counted as CH, so if you are new to Baek, STAY AWAY from this guide at all cost.

For more mind games, please refer to the side dish guide.


Introduction

Baek?s strength lies in his juggles, okizeme, and fast mix-up strings. What he lacks are the decent recoveries and his attack range. This FLA WD study guide tackles Baek?s range problem, and transforms him from the common short-ranged character into one of the most fearsome long-range characters in the Tekken history.


Three chapters will be provided in this study:

    Chapter I: Intro to the FLA WD

    This chapter will go over some facts and basics of the FLA WD. It contains a few tutorials where you can practice the very basics of FLA WD.


    Chapter II: Using FLA WD in offense

    This chapter will teach you how to effectively use FLA WD as a forward-traveling tool, making opponents bdc almost useless.


    Chapter III: Using FLA WD in defense

    This chapter describes the new ?dimensions? that compliment your FLA WD offense. Once you master this technique, you WILL scare the fuck out of everyone.



Last edited by NoodleHead on Feb 7th, 2010 at 19:16

NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17048
From: USA North Carolina
PSN: TastyPPJuice
#2 “Quote” Edit Post
Chapter I: Intro to FLA WD



Baek?s got many moves that cancel into FLA stance, and many of those attacks can also be done from the FLA. The non-stop FLA looping going in and out of the stance is one of his biggest assets.

Among all his FLA attacks, FLA WD has been the least appreciated due to its difficulty to use and its risk factor. While FLA (b+3, or ss during FLA) alone does not consider an attack move, when it is done from any move-cancel, any attack from your opponent will count as a CH attack. In addition, the lack of FLA WD knowledge and the incorrect spacing and timing also turns people off from studying it even further.

To tackle this problem, it?s very important to know the very Fundamental of the FLA WD: the hit range of d/f+3

Now go and turn on your PS3, and enter the T5DR practice mode. Try and find the maximum range of d/f+3. While you are at it, you might as well try some other long range moves of Baek in your mind and compare their range to d/f+3.


??Surprised?



Though looks nothing like it, d/f+3 is THE longest attack Baek has in his move list. Its range is far greater than even u/f+3,4,3, or u/f~3+4, but what does it have anything to do w/ the FLA WD?

Ask yourself this question: At what range should you be using Chreddy?s u/f+4, Yoshi?s f+3+4, and Hei?s CD+3?

If your answer is not ?point blank range,? then you should have a very good idea when to stop canceling the d/f+3 during FLA WD. Thanks to d/f+3?s ridiculous range and small tracking to the side, The FLA WD's buffer range is quite forgiving. Though FLA WD is not conventionally safer to the regular WD, its reward is over the roof. Here are some facts of a correctly done FLA WD w/o any other moves mixed in:

    -FLA WD tracks, so it nullifies your opponent?s ss/sw as long as they are not done after the FLA WD (d/f+3~f) execution. d/f+3 alone also tracks a bit to its left

    -FLA WD travels way faster than dash in, adding to the fact that d/f+3?s got super long range, it kills bdc for lunch.

    -On CH, d/f+3 juggles takes 50% life max, or 40% w/ sick okizeme option. You can also choose to wall-carry for some even scarier wall/okizeme setup.

    -On block, d/f+3 is jab-punishable, but w/ the delayed ?4? at the end, it will shut down opponent?s offense after eating a few of KND 4.



Now that you know the strength of FLA WD alone, here?s some stuff that you can practice. It?s strongly recommended that you do it in the practice mode against a still dummy, so you can remember the optimum distance of d/f+3.

1. Attack the dummy w/ d/f+3 at its maximum range.
2. Attack the dummy w/ d/f+3~f d/f+3 at its maximum range.
3. Attack the dummy w/ d/f+3~f(x2, x3) d/f+3 at its maximum range.
4. Attack the dummy w/ d/f+3~u_d d/f+3 at its maximum range.
5. Attack the dummy w/ d/f+3~f d/f+3~u_d d/f+3 at its maximum range.



Before going to the next section, make sure that you can do those practices correctly in 5 successive runs each. And by correctly, I mean to hit d/f+3 only at its maximum range. This means that it?s not only important to execute your input correctly, but also essential to know how far you are from the dummy before doing the move. The next chapter will focus on the situations when d/f+3?s not applicable. Stay tuned.

Last edited by NoodleHead on Oct 8th, 2009 at 17:35

NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17048
From: USA North Carolina
PSN: TastyPPJuice
#3 “Quote” Edit Post
Chapter II: Using FLA WD in offense



By now, you should have a clear image where each d/f+3 would hit from the FLA WDs. Since the optimum ranges for each d/f+3 to hit are quite far apart, when the target?s in-between each optimum d/f+3?s, it would make more sense to use other attacks that are faster, or of different range and properties. Here are a few moves that I use when d/f+3 is not applicable.


[1] FLA throw: has short escape window, and is good to keep opponent panic.
[2] d/f+1: a short range fast attack that gives + on block.
[3] 4: quick high poke that might score you a CH juggle against aggressive opponent.
[4] (holding 3) b+4,4: a high-low string (standing 3,4). The second kick is hard to spot and gives 0 on hit. The follow-up ws+4,4_d+4,3 is almost uninterruptable.
[5] d+3(,3): quick, high-crush, and long range low.
[6] 3+4: a slightly longer range double kick that will avoid low from opponent. Good recovery on whiff and + on block.


I have sorted the list of the moves based on their range. ( ?|---|? = effective range)

|--| FLA throw *
..|--| d/f+1 *
.. |---| 4
..... |---| (holding 3) b+4,4 *
.|-------| d+3(,3) *
.............|----| 3+4
.................|----| d/f+3 *

(* = useful moves)

To make it more convenient, I also put the d/f+3 range in the list. Among the moves listed, it?s pretty obvious that d+3?s a great tool to use due to its effective range. However, do not ignore other possibilities, since the rest of attacks also give good options as well.

So from here, you can now go to the practice mode, and test out their range. Start from a distance and FLA WD toward the dummy until the distance is smaller than the maximum d/f+3 range, then test out the rest of the attacks. It?s essential to know those move ranges and use them at where they are intended to use.

The reason why it's so difficult to use those attacks effectively during FLA WD is because not only you have to know the range of each attack, but you also have to add such range into the range of your carefully spaced FLA WD . To perform those moves at their effective range, you will need to have absolutely no problem w/ controlling FLA WD forward-travel at all? In a way, you will be replacing the WD or forward movement all together w/ the FLA WD only, which makes Baek almost a completely new character to play.

If you still have difficulty doing all these at once, make sure you can control your FLA WD like if you are walking normally (Chapter 1), then go back and practice again. To master up to this point should take you at least two week to a month or so. Good luck.

Last edited by NoodleHead on Oct 4th, 2008 at 05:48

NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17048
From: USA North Carolina
PSN: TastyPPJuice
#4 “Quote” Edit Post
Chapter III: Using FLA WD in defense



If you have done everything at this point and have applied it in your game, you probably have realized how scary FLA WD is to your opponents. Different from other offensive maneuver, FLA WD in offense only gets scarier the more your opponents become defensive/turtlish...

Nevertheless, when they finally become panic and slip a quick desperation attack, you will realize that the whole FLA WD practice you have tried so hard to accomplish suddenly becomes useless. It only gets much worse when they find out that using the quick, mid range attacks (i.e. Julia's f,f+1, or Chreddy's u/f+4) IS the way to destroy the FLA WD setup... What are you going to do?


Well? there are a few options really, but the difficulty is several times harder than you have practiced before? Those are:

    1. FLA SS WD
    - Use within opponent's attack range
    2. FLA punch parry - Use beyond opponent's attack range

I am going to explain more of each below...




1. FLA SS WD - 3-D FLA WD

There are a few places where you will find this useful. FLA SSR avoids many right arm attacks such as Jin's f,f+2, and FLA SSL avoids the close-range jabs. Make sure that the SS actually comes out during the FLA WD, and try to learn the recovery frame so you can add your own attack immediately.

The hard part of this one is not the ss (though it would give u some trouble getting it to be useful to dodge your opponent), but the part where you are to attack. You can start w/ the easier attacks such as b+2 for ssl, and b+1 for ssr to make it a double SS during FLA WD, then you can start adding more moves that might give u better reward, such as FLA (hold 3) b+4,4,3 for a side-way juggle.

To practice FLA SS WD carefully, you can train by working on this sequence:

    d/f+3~f~U ssl FLA d/f+3~f FLA d/f+3~f~D ssr FLA d/f+3~f and so on
    (short notation: FLA WD~SSL~WD~SSR~and repeat)



2. FLA punch parry - 4-D(!?) FLA WD (refers to Eyeshield 21 Sena's 4th Dimension Run)

You might be wondering why I am using punch parry OUTSIDE of opponent's strike range... well, here are a few reasons why you shouldn't do it inside of opponent's striking range:

    -The SPACING of FLA WD into anything is DIFFICULT
    -The TIMING of punch parry is HARD

So... unless it's absolutely necessary, or the chance of successful punch parry is high (i.e. Steve as opponent), setting up the punch parry to do its job in a FLA WD scenario = suicide.

So... why punch parry OUTSIDE of the striking range then?

After a few rounds of matches, your opponent will likely to get used to the rhythm of the FLA WD. To counter FLA WD mixups, opponents have to attack w/ moves of farther reach than Baek's d/f+3, they also need to make sure the timing of the attack was perfect (based on Baek's "ya, ya, ya") to hit Baek before getting CH'd by d/f+3. What FLA punch parry does, is exactly to destroy the predictable timing of the FLA WD - one of FLA WD's biggest flaws. In addition, the sudden stop of the forward motion will cause your opponent to attack prematurely and whiff their attack within d/f+3 punishable range, making them prone to any post-whiff attacks.

To practice FLA punch parry carefully, you can work on this sequence

    d/f+3~f d/f+3~f FLA [b+1+2] FLA d/f+3~f FLA [b+1+2] and so on
    (short notation: d/f+3~FLA WD~PP~WD~PP~)


Once you are good w/ each, then you might want to try practicing this sequence:

    d/f+3~f d/f+3~f FLA b+1+2[hold] FLA d/f+3~U ssl FLA d/f+3~f FLA b+1+2[hold] FLA d/f+3~d ssr FLA d/f+3 and so on
    (short notation: d/f+3~FLA WD~PP~SSL~WD~PP~SSR~and repeat)


It will take shit load of time and effort to complete this practice, but once it's done, it will shut down opponent's offensive game during your FLA WD. FLA SS WD causes opp whiff off-axis, and FLA PP causes opp whiff in front of you. It's up to you to punish w/ whatever you feel comfortable. After causing opponent whiff a few times, they will be too scared to dish out any moves in retaliation, making Offensive FLA an unstoppable force.


Good luck! I will update more info once I remember it

Last edited by NoodleHead on Feb 9th, 2009 at 14:05

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