Jump to content
Dustloop Forums

Recommended Posts

  • Replies 267
  • Created
  • Last Reply

Top Posters In This Topic

Posted

This combo should be simple enough to transcribe on your own.

Notations: 

fS (counterhit), 2H, super jump, air dash forward, jP, jS, Task C, 2P, fS, jump forward, jP, air Task B.

Posted

I made a thing.

Threw together a bunch of easy stuff into a part 2 to go along with the super jump combo video i made awhile back.  Now you can convert all your friends to the true path.  I hope some new Bedbros find it useful.  Please play Bedman

 

  • 3 weeks later...
Posted

double seal corner throw combo on millia:

5K 9 j.K 6 j.KS 236H 2Pc.S 9 j.P 3 j.P 236S

This combo is easier and has better S DV placement than the 2 combos from the video below, but it doesn't do the highest damage.

here's that old double seal throw combo video:  https://youtu.be/yluxxBmoYnM?t=51

Posted

I've been trying to change up my j.D > RC combos a bit for better consistent reward recently.

The problem with j.D > RC > 3Dash > j.S > 5H is that j.S > 5H doesn't work on standing opponents which isn't something you usually consider in IOH setups.

 

I had this issue with a couple of situations and tried to find a better consistent combo to work with here.

I got a standing hit on the following:

- CH-ing my opponent out of them mashing probaby-throw

- 5H(2) > 9j.D can be done in a way that crosses up and if your opponent holds back, you get the standing hit.

 

Double issues on the 2nd one... j.S doesn't seem to have a back hitbox so even if I get the cross-up overhead crouching hit, I can't do the combo above because j.S whiffs.

 

So in both of these situations, something like j.D > RC > 3Dash > j.S (j.K for cross-up) > cS > fS > (2S) > 5H > 2C > stuff works but I really want those juicy that 5H(2) > 1H combos.

 

Solution: j.D > RC > 3D > j.H(whiff) > 2K/5K > 5H(2) > 1H > stuff

 

This works on standing or crouching, cross up or normal hit.

It seems quite consistent and such so far and I don't see to much of a reason not to use it.

 

Has this been explored at all?

Posted

Just because I'm bad with j.D>j.3D in general, I explored a bit a while ago, and I kinda ended up just doing j.D>882>2K.  Dont be afraid of 2HS combos, because its not like they do a whole lot less damage.  I think you only lose ~10 damage if you dont get 5HS (2).  In fact, I do 2HS combos all the time because of the I-no like mind games you can do with airgrab resets.

Posted (edited)

Solution: j.D > RC > 3D > j.H(whiff) > 2K/5K > 5H(2) > 1H > stuff

 

This works on standing or crouching, cross up or normal hit.

It seems quite consistent and such so far and I don't see to much of a reason not to use it.

 

Has this been explored at all?

Yeah that's what I do now.  I recommend it for j.D RC combo.  Just j.H whiff to 2K5H(2).

Edited by Tiamat
Posted

Just because I'm bad with j.D>j.3D in general, I explored a bit a while ago, and I kinda ended up just doing j.D>882>2K.  Dont be afraid of 2HS combos, because its not like they do a whole lot less damage.  I think you only lose ~10 damage if you dont get 5HS (2).  In fact, I do 2HS combos all the time because of the I-no like mind games you can do with airgrab resets.

j.H whiff is recommended to get to the ground faster. It's what allows 3 dash instead of 2.

My issue with 2H combos over 1H combos is more to do with corner carry and oki setup than it is to do with damage.

You may be losing out on ~10 damage (also, I feel like it's more like 30 from memory of my testing) for the 2H combos, you're also missing out on like a 1/3 of the stage worth of corner carry that high j.K > 6Dash > j.K > j.S > (c.S) > 236H gets you.

Also, 2H > j.S > j.236S leaves no immediately useful icons (what are we calling these again? :S) and 2H > 236C tends to leave the 236C icon too far away to do anything on the way up and usually whiffs on backdash all together.

Posted

1H is pretty much always better than 2H if you can get it.  The followup options are much better.

Posted

2H has character specific combos that lead to the same post-j.236HS corner carry though.  Thinking you HAVE to end it with just j.236S is gonna give you a lot of lost damage.  I honestly need to work on confirms that involve f.S>5HS (1)>2HS

Posted (edited)

Hi all,

 

I find that Bedman has a lot of character specific stuff that can't just be classed into "heavy" vs "not heavy" in most cases.

 

Combinations of hitbox shapes, sizes and weights all seem to play big factors in some of his extended combos and I honestly have trouble at my stage memorising a number of things, in particlular...

- Does tk Task B > 2P/c.S work on a given character?

- After 1H, do I need to use sj.PPS, sj.SPS or sj.PKS on this character?

- What's my best throw combo on this character?

 

So mainly to help myself out, I've made a spreadsheet of sorts to keep all this information together.

I'm still going through and adding information but here it is, just in case anyone wants to use it.

https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit?usp=sharing

I ask that you don't edit anything just for the moment while it's still early but let me know if you have any suggestions.

 

Via magic, I've made it so you can select the character and combos you want to see on the first tab so just use the drop-down boxes.

Also, because Google Spreadsheets has a fairly limited conditional formatting function, you'll get to see all these empty blocks on the first tab just so it doesn't look like crap when you select "all information"

 

Characters with info so far:

- Axl

- Elphelt

- I-No

- Leo

- Sin

- Sol

 

I'm mainly working on characters my scene currently play first for obvious reasons but will go through them all in time.

Edited by Pen_Ninja
Posted

on elphelt (from starting point) you can do c.s 5hs(1) 1hs j.s j.236s 2p c.s 236hs for carry, 2 seals & ~170dmg, haven't got a fullscreen variation atm

Posted

I know people hate it when I ask questions like this, but are there any "legit" IK combos with Bedman?

Posted

Since you have Elphelt started on that list Pen, there is the xx>1H>883j.P>236HS>2P>c.S>236HS combo.  Also, on some characters that tk task B is weird on in the corner, you can do j.P>j.236S or j P>j.3P>j.236S and get the pickup.  Doesnt work on all, but it definitely helps with some characters like Sol and El.

Posted

on Elphelt in the corner: c.s/2k 5hs(2) 1hs j.s j.236s c.s 5hs(2) 236h

this character's hurtbox doesn't have legs

Posted

Cool yeah, these are the things I wanted.

I know tk 236S is odd on some characters and j.P or j.S before it and other such stuff can make it work/more consistent.

what I'm looking for is a quick way to check who needs j.P, who needs j.S, etc.

 

sorry there's been no updates recently, I've been interstate as part of a work thing so I've been lacking opportunity to play.

Posted (edited)

@Pen_Ninja 

Basic list I have

from c.S 5H(2) 1H (starter string) 

sj. PPS 236H 2H 236H
* sol, sla, axl, fau, sin, leo, mil, i-no, ram

sj. SPS 236H 2H 236H  *haven't tested but I think works on all the male characers from the above list.  It has better stability in some cases, like if you add one more hit to the starting string on Sol sj.PPS won't work and you must use sj.SPS.  

sj. K 3 j.S 236H c.S 236H
* Zato, Ve , Chi, Ky, sol, leo, fau, sin

9S 3S 236H 2P c.S 236H
*pot 

sj.83 j.P 236H 2P c.S 236H
*el and may

Corner 1H/2H > 9 j.P 236S 2P c.S 236H
*so, ch, fa, ma, el

For Bedman I think you can do some delayed superjump string but I forget.  Longer combos are possible on various characters this is just a basic combo list from 1H starter for all the characters.

 

 

 

Edited by Tiamat
Posted

2 seal corner throw combo, variation 1: throw f.s 9j.k 2j.p j.236s 2p c.s 5hs(1) 236hs ~100dmg / works on sol, ky (omit the last 5hs), slayer, chipp

variation 2 (1 difference :p): throw f.s 9j.k 3j.p j.236s 2p c.s 5hs(1) 236hs ~100dmg / works on venom, may, axl, elphelt

I got it work on millia as well but it was stupidly tight

Posted

Far from new.

 

Ky has another variation: Throw, f.S, 9j.P, j.K, 3j.P, j.236S, 2P, cS, 5H(1), 236C. My memory is fuzzy, but I think 5H connects.

The variation 2 you listed should only really be attempted on May and Millia. Venom, Axl, and Elphelt have far more optimal things.

Posted
2 hours ago, GcYoshi13 said:

Far from new.

 

Ky has another variation: Throw, f.S, 9j.P, j.K, 3j.P, j.236S, 2P, cS, 5H(1), 236C. My memory is fuzzy, but I think 5H connects.

The variation 2 you listed should only really be attempted on May and Millia. Venom, Axl, and Elphelt have far more optimal things.

please share, I've been trying to optimize my corner stuff & experiment on multi-seal stuff

may not be new but might as well share:

corner 236hs kd: 214hs 236p 2k 5s 5hs(1) 2d 214hs j./236k c.s 236hs / j.p j.236s for ~150dmg

the timing on returning task a maybe a bit finicky but at least it's flashy as hell (+ meterless) and nets you 2 seals

Posted
On 11/2/2015, 1:24:58, Verimeloni said:

please share, I've been trying to optimize my corner stuff & experiment on multi-seal stuff

may not be new but might as well share:

corner 236hs kd: 214hs 236p 2k 5s 5hs(1) 2d 214hs j./236k c.s 236hs / j.p j.236s for ~150dmg

the timing on returning task a maybe a bit finicky but at least it's flashy as hell (+ meterless) and nets you 2 seals

Sol, Chipp, Sin, May ->Throw, fS, jK, jS, 6 , jS, cS, Task C, 2P, cS, jP, air Task B

Elphelt -> Throw, fS, jK, 6, jS, cS, Task C, 2P, cS, jP, air Task B

Axl -> Throw, fS, jK, jS, 3, jS, 2H, Task C, cS, jP, 3, jP, air Task B

Slayer -> Throw, fS, jK, 2, jP, Task B, 2P, cS, 5H(1), Task C

Potemkin -> Throw, fS, jK, jS, 6, jK, jS, cS, Task C, 2P, cS, jP, air Task B

Millia -> Throw, fS, jK, 3, jP, air Task B, 2P, cS, 5H(1), Task C

Zato -> Throw, 5K, jK, jS, 6, jS, cS, Task C, 2P, cS, jP, air Task B

Ramlethal, Venom -> Throw, fS, jK, 3, jS, 2H, Task C, cS, jP, 3, jP, Task B 

Leo -> Throw, fS, jS, air dash 6, jK, jS, cS, Task C, 2P, cS, jP, air Task B

Ky -> Throw, fS, jK, jP 3, jP, Task B, 2P, cS, 5H(1), Task C

Bedman -> Throw, fS, jK, 3, jS, (jS, 3, jS) x 3, cS, Task C (not double seal, but most optimal combo)

I-No -> whatever.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...