Jump to content
Dustloop Forums

Recommended Posts

  • Replies 267
  • Created
  • Last Reply

Top Posters In This Topic

Posted
On 9.11.2015, 15:49:13, Pen_Ninja said:

That spreadsheet of Bedman character specific stuff is pretty much done now:

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

 

Give it a look over.

Maybe nobody wants it really... but I feel like it'll help me and since I've already made it, I'll make it public.

 

Let me know if you have any suggestions.

You have my gratitude. I had about 70% of the same data in my notebook, but I lost it during travel.

Posted
7 hours ago, GKHiryu said:

You have my gratitude. I had about 70% of the same data in my notebook, but I lost it during travel.

Thanks for your words, it really makes it feel worth the time spent :)

Posted

What all combos work from crossup FD j.K?  Sometimes you hit higher and further away and was curious if there was a safe confirm.  I guess you could to j.236S but thats a risky confirm.

Posted
16 minutes ago, NecroTheReaper said:

What all combos work from crossup FD j.K?  Sometimes you hit higher and further away and was curious if there was a safe confirm.  I guess you could to j.236S but thats a risky confirm.

I was having trouble with this.

The only consistent thing I could find was j.K > 2K > 2D

Posted
11 hours ago, Pen_Ninja said:

I was having trouble with this.

The only consistent thing I could find was j.K > 2K > 2D

QFT. I'm only practicing FD j.K > 2K > 2D. Then 236K if hit or 236P if blocked. (occasionally 236H and immediately 214H FRC if I'm high on meter).

 

BTW I've never seen it, but I haven't watched all too many vids lately, but check this magic trick out:

point blank, on regular block: 5K > c.S > HJc > ADDF > j.P

j.P Will hit front, but Bedman will land behind opponent. I've only just found this out so I can only confirm it works vs Ram, but it's a nice little SF4 throwback out of a not-that-risky setup.

Posted

Sounds cool for mixups but also sounds easily disrespectable with throw from the way you make it sound.  

And combos with meterless FD j.K are that sparce huh?  If you could confirm into 5H(1) you could get 2H, but sometimes Im not even in 2k range

Posted
7 hours ago, GKHiryu said:

point blank, on regular block: 5K > c.S > HJc > ADDF > j.P

j.P Will hit front, but Bedman will land behind opponent. I've only just found this out so I can only confirm it works vs Ram, but it's a nice little SF4 throwback out of a not-that-risky setup.

(I'm assuming addf = airdash downforward)

to really make use of this I could see setting a task b djv after a knockdown and using 6hs after landing to crossup (again), you'll lose to mashing and throws so it's not something you'd like to use in the first matches of a set but definitely something that will have your opponent bewildered if you manage to pull it off

Posted

You can usually get 5H(1) after cross up j.K sometimes but there's so many variables. Sometimes 2H whiffs or 236S doesn't combo because of spacing reasons that all depend on

- Character specific hitboxes

- The initial spacing before the air dash

- The different speeds and distances of air dash depending on when you hit FD

- How late you hit j.K

- What colour underwear you're wearing that day

 

It's a big risk to go for those confirms because there's so much to think about and you really have no time.

--

I found a few setups for moves hitting one side and Bedman landing on the other side but the issue is that they're all spacing dependent and obviously fail if your opponent touches FD at all.

Posted
14 hours ago, Verimeloni said:

(I'm assuming addf = airdash downforward)

to really make use of this I could see setting a task b djv after a knockdown and using 6hs after landing to crossup (again), you'll lose to mashing and throws so it's not something you'd like to use in the first matches of a set but definitely something that will have your opponent bewildered if you manage to pull it off

That's right. ADDF = 883 = Airdash down-forward. I know marvel terminology might be a bit confusing but It's natural to me so sorry for confusion.

The way I see it is as one of the many gimmicks that Bedman can surprise with. The payoff is good, but setup risky on account of having to JC in front of your opponent.

Your idea with 6H is good, but meter dependant. Upon landing 2k should connect and even if it doesn't it's hard to be prepared. Again going for 2K > 2D > 236K/P/H/S depending on standard variables is the best way here provided you have no 50% for 6H > 236P > RC for gorillion dmg. Still, I wonder if it works on many characters. I'll probably test it a bit more tonight.

Posted

Whats the optimum and mostly universal 6H>236P confirm btw?  My favorite one is more stylish than practical (but still pretty easy) on crouching

 

6H>236P>886j.K>j.S>5H>5D>6236HS

 

Might work on some characters standing, but c.S>5H(2) isnt consistent.  I rem

Posted

If you can confirm your 6hs hit (which I've actually become pretty good at) instead of doing 236p you can do 236s rrc 5hs(2) and the regular sj.sps / j.pps / j.pks j.236hs 2hs/c.s 5hs(1) 236hs

dunno if it's optimized but it's there (it doesn't work on everyone though)

Posted

Cool midscreen to corner dust combo on Faust

 

5D>6236H>2P>c.S>j.P>j.6P>j.236S>2P>c.S>236H

 

Edit: works on May, Pot, and Venom as well.

 

Characters that  I have done extended midscreen dust combos with successfully:  Millia, Ky, Elphelt, Slayer, Axl, Leo, and Zato

 

Characters I could not get extended combos on:  Sin, Chipp, I-no, Bedman

 

Ram isnt listed yet because her extended combo is weird.  You can get 5D>236H>2P>5P>c.S>236H>2P>c.S to combo but cant seem to end it properly 

  • 2 weeks later...
Posted

I'd still use 883j.P combos on El and May.  Figured out that May is a LOOOOOT easier to do it on if you delay the 883 ever so slightly.  Same helps on El, but she's easier to do it on anyway.

  • 3 weeks later...
Posted

Been looking into what combos Zato is able to tech the 236H knockdown from.  Pretty bad when this happens.  Sometimes delaying or not delaying the 236H changes things too.  Unless I note otherwise assume I am talking about doing 236H immediately.   

5 hit starters with 1H/2H into 236H are bad.  For example:
(corner) 886 j.KS c.S 5H(1) 2H 236H
j.D RC 83 j.H whiff 2K5H(2)1H 236H

solution:  try adding extra hits.  for example

(corner) 886 j.KS 2K c.S 5H(1) 2H 236H
j.D RC 83 j.H whiff 2K5H(2)1H sj.K 3 j.S 236H c.S 236H

Something like 2P2P2K2D RC 6H 236H is same hit count but it's not the same launcher into the 236H so it's not a problem.  2P2P2K2S2H 236H crouch hit combo is also ok midscreen.  1 hit to 4 hit starters are ok.  6 hit starter is ok.  9 to 11 hit starters are ok.  

Knockdown 214H YRC j.D j.S c.S 236H combo works fine midscreen (and you can add 6P before c.S if you want.)  However, in corner this combo is techable.   You can do YRC 214H j.D (wait) 83 j.SP c.S 236H 2Pc.S 236H instead.  Alternate ender with 2Pc.S j.P 236S for double seal.  Combo seems more picky on the 214H placement though I think.

If you know any other places where Zato can tech 236H knockdown that I didn't mention please let me know (unless they're throw combos, I'm not doing that).  Also if you know better solutions to combo problems.  Will look at Faust next.

Posted

Faust 236H knockdown teching

Similar to Zato in some ways.  5 hit combos with 1H/2H into 236H get teched same as zato.  Solutions are the same.

214H YRC j.D combo works fine midscreen but corner is techable just like Zato.  Can use alternate combo in corner from Zato post.

Unlike Zato, Faust can also tech the corner 214H YRC 2D combo.  Corner 214H YRC 2D 236P c.S 236H c.S 236H is techable (though sometimes not, can't figure out why).  Can do 214H YRC 2D 236P c.S 236H c.S j.P 236S instead.

6H 236P RC 5H(2) 1H sj.KH(1) 236H 2H 236H is techable.  Replace 2H with 6P at the end to fix this.

B&Bs:  

  • 2K5H(2)1H sj.PPS 236H 2H 236H works midscreen but not corner.  Replace 2H with 1H at the end to fix.  Or, can do corner 2K5H(2)1H sj.PPS 236H 2H 236H 2Pc.S 236H
  • 2K5H(2)1H sj.SPS 236H 2H 236H is techable midscreen (though it's possible to juggle with 2P).  Not recommended.
  • 2K5H sj.K 3 j.S 236H c.S 236H is reliable midscreen and corner, and high damage so recommended.  

will do Potemkin and Elphelt next.  I think they are only other ones that can be a problem.

Posted

Techable 236H knockdowns vs Elphelt and Potemkin

Elphelt:

j.D RC 83 j.H miss 2K5H(2)1H 236H is techable

solution: delay 236H or use the bigger combo below
j.D RC 83 j.H miss 2K5H(2)1H (wait till at highest point) 236H 2Pf.S 236H

She techs 5 hit combo like Zato/Faust but it's not much of an issue since she's so easy to combo in the corner.  886 j.KS c.S 5H(1) 2H j.S 236S 2Pc.S5H(2) 236H for example.  

 

Potemkin:

Not many issues if you just use 1H/2H into 9 j.S 3 j.S 236H 2P c.S 236H for your combo off everything.  

He can tech the 6H RC combo in the Faust post.  Solution is the same.

j.H starter can be a problem.  corner j.H 2K 5H 2H 9 j.S 3 j.S 236H is techable.  Fix by adding extra hit which isn't hard since he's fat.  Putting a c.S between 2K and 5H will do the trick.

I think that's about it for these 236H teching problems.  It's mostly Faust and Zato that need special attention.  Can't think of any issues with other characters other than in corner throw combos.

 

Summary:

  • Zato/Faust/El 5 hit combo problem.  Add hits to fix.  On El and Faust you can do this easily in corner from 2H by doing a jump normal to 236S then juggling with 2P
  • Zato/Faust tech the 214H YRC j.D standard combo in corner.  Can do alternate combo with YRC 214H j.D (wait) 83 j.SP c.S 236H 2Pc.S 236H.
  • Faust techs the 214H YRC 2D 236P corner combo.  End with air 236S instead of 236H to ensure knockdown.
  • Faust/Pot can tech 6H 236P RC 5H(2) 1H sj.KH(1) 236H 2H 236H .  replace 2H with 6P
  • Elp - must delay 236H after 1H in j.D RC 83 j.H miss 2K5H(2)1H 236H
  • Pot - use corner j.H 2K c.S 5H 2H 9 j.S 3 j.S 236H.  1 less hit allows him to tech from j.H starter.  
Posted

Some situational stuff I slapped together involving unthrowable 6H. Note that opponents hit by meaty 6H will be standing even I'd crouching when hit allowing 214h to always hit on the way up. Same stuff that allows 214h to hit crossup.

https://youtu.be/AMOiGX6R5dA

 

Posted

Saw a double seal corner throw combo in a match video and I really like it cause it works on 4 characters and isn't very hard.

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

Works on Elph, Millia, May, and Ram.  Tested all characters.  Combo doesn't work if you substitue 5K for f.S at the beginning vs millia (but will still work vs Elp).

  • 1 month later...
Posted

I think someone requested that before.  He's not going to do it.  Maybe I could make a new topic and just put basic combos in the first post so it's easy to find.  Should I do that? edit: or maybe I could just update the wiki.  I can't at the moment but maybe if i make an account?

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...