Lynxfort Posted September 13, 2015 Posted September 13, 2015 (edited) 15:56 on small screen..i want to know the input of the comboAnd again PLZ Update the first post.. Edited September 13, 2015 by Lynxfort
GcYoshi13 Posted September 13, 2015 Posted September 13, 2015 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.
Robzington Posted September 16, 2015 Posted September 16, 2015 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
Tiamat Posted October 3, 2015 Posted October 3, 2015 double seal corner throw combo on millia:5K 9 j.K 6 j.KS 236H 2Pc.S 9 j.P 3 j.P 236SThis 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
Pen_Ninja Posted October 8, 2015 Posted October 8, 2015 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?
NecroTheReaper Posted October 8, 2015 Posted October 8, 2015 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.
Tiamat Posted October 8, 2015 Posted October 8, 2015 (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 October 8, 2015 by Tiamat
Pen_Ninja Posted October 8, 2015 Posted October 8, 2015 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.
Tiamat Posted October 8, 2015 Posted October 8, 2015 1H is pretty much always better than 2H if you can get it. The followup options are much better.
NecroTheReaper Posted October 9, 2015 Posted October 9, 2015 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
Mefistopheles Posted October 12, 2015 Posted October 12, 2015 We shall rule them all!http://www.nicovideo.jp/watch/sm27033290http://www.nicovideo.jp/watch/sm27287810 Get this down guys.
Pen_Ninja Posted October 14, 2015 Posted October 14, 2015 (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=sharingI 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 October 14, 2015 by Pen_Ninja
Verimeloni Posted October 14, 2015 Posted October 14, 2015 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
Blade Posted October 21, 2015 Posted October 21, 2015 I know people hate it when I ask questions like this, but are there any "legit" IK combos with Bedman?
sterkenburger Posted October 22, 2015 Posted October 22, 2015 There is, u can go into IK from any corner dust, throw or Helios into dust in the corner. You can also do the same with RC-ing a ground Task C on 2nd hit given the opp is high enough.
NecroTheReaper Posted October 22, 2015 Posted October 22, 2015 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.
Verimeloni Posted October 22, 2015 Posted October 22, 2015 on Elphelt in the corner: c.s/2k 5hs(2) 1hs j.s j.236s c.s 5hs(2) 236hthis character's hurtbox doesn't have legs
Pen_Ninja Posted October 27, 2015 Posted October 27, 2015 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.
Tiamat Posted October 27, 2015 Posted October 27, 2015 (edited) @Pen_Ninja Basic list I havefrom c.S 5H(2) 1H (starter string) sj. PPS 236H 2H 236H* sol, sla, axl, fau, sin, leo, mil, i-no, ramsj. 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, sin9S 3S 236H 2P c.S 236H*pot sj.83 j.P 236H 2P c.S 236H*el and mayCorner 1H/2H > 9 j.P 236S 2P c.S 236H*so, ch, fa, ma, elFor 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 October 27, 2015 by Tiamat
Verimeloni Posted October 31, 2015 Posted October 31, 2015 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
GcYoshi13 Posted November 2, 2015 Posted November 2, 2015 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.
Verimeloni Posted November 2, 2015 Posted November 2, 2015 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
NecroTheReaper Posted November 3, 2015 Posted November 3, 2015 Anyone know any corner combos using task A return into dust? I can get em to work midscreen, but the corner is proving troublesome.
GcYoshi13 Posted November 6, 2015 Posted November 6, 2015 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.
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