Tiamat Posted February 5, 2015 Posted February 5, 2015 So it just occured to me that we'll probably get some cool things meterless off throws now, depending on how far the velocity is off being hit with 3HS, we might be able to do throw->3HS->stuff. well 3H hits OTG after throw so that won't work unless 3H launches OTG which I seriously doubt. There's no mention about whether the 6H crossup hitbox issue was fixed... well at 33 frames it's probably going to be useless anyway lol...that's slower than a Dust attack
NecroTheReaper Posted February 5, 2015 Posted February 5, 2015 Still first loketest, lots of testing to be done, and since this is team red I'm sure we'll at least be like "eh, it was good"
rubedo777 Posted February 5, 2015 Posted February 5, 2015 well 3H hits OTG after throw so that won't work unless 3H launches OTG which I seriously doubt. well at 33 frames it's probably going to be useless anyway lol...that's slower than a Dust attack I disagree...first, I don't think people can react to the crossup the way it is now (if they blocked it, it was most certainly because of the no crossup "bug"). Now after the patch, they may or may not be able to block it, but if you make your pressure confusing enough, 6H should still work. The fact that it's unthrowable means people will have to respect it and it will probably still have the property of making reversals whiff. Honestly the only real times my 6H failed to work (aside from the crossup bug) was because people were mashing throw. I don't think they were even really throwing it on reaction, they just mashed the throw and it happened to work. Now it won't be the case.
rubedo777 Posted February 5, 2015 Posted February 5, 2015 More bedman buffs from Ho-chan 1.1 Bedman (1/3) - fS, longer cancellable time - 2S>2D link added - JS>JP link added - TaskB, longer untechable time, easier to hit opponent 1.1 Bedman (2/3) - dejavu, some glitch fix which is not important - TaskC, hitstop added to dejavu version, triggers stagger 1.1 Bedman (3/3) - clock super, wall-stick on hit, longer untechable time, blows farther great buffs I think jS->jP might be too good...
NecroTheReaper Posted February 5, 2015 Posted February 5, 2015 2S>2D ... Thank you Team Red. What does longer cancellations time on f.S mean? Like better for graveyards into 5HS/2D? Edit: lol graveyards... meant to be frametraps
Tiamat Posted February 5, 2015 Posted February 5, 2015 wow I didn't think he'd get f.S 2D that's sick he shoulda had j.S j.P from the start though
Alkipot Posted February 5, 2015 Posted February 5, 2015 2S > 2D, A stagger effect on Task C or deja vu Task C? Either way :D JS > JP... holy hell. Awesome stuff if this all sticks.
Poultrygeist Posted February 5, 2015 Posted February 5, 2015 Finally more things to go into 2D. I'm digging these changes. Bedman is about to get even more fun.
Jocelot Posted February 5, 2015 Posted February 5, 2015 LOVING the 2S>2D Gatling. Just awesome. Buffed both his supers and now you can get some damage in the corner off Sinusoidal Helios. But Déjà vu Task C staggers on hit now? Hmmmmmm....
sylintasassyn Posted February 5, 2015 Posted February 5, 2015 Although the buffs make me feel encouraged, I wish they would fix the hitbox on deja vu task c so it doesn't go through characters as often as it does.
Dullyanna Posted February 5, 2015 Posted February 5, 2015 I don't know if I like the stagger for 214C jD on oki, but it'll probably make getting solid combos off low in same kd situation more consistent. Gonna have to wait and see. The 2h change is flat out awesome though.
SoWL Posted February 5, 2015 Posted February 5, 2015 2S>2D...Thank you Team Red.Exactly this. If I had a list of buffs I'd like them to give Bedman, this would be on top of it.
NecroTheReaper Posted February 5, 2015 Posted February 5, 2015 Just curious,does the task b buff apply to both air and ground versions? Cuz if so I think we may have just gotten some decent combo utility off of 1HS>tk task B>land>c.S or something of the sort
sylintasassyn Posted February 5, 2015 Posted February 5, 2015 The 2S to 2D buff was something I wanted since the first date of console release for the Japanese version. Lol
rubedo777 Posted February 5, 2015 Posted February 5, 2015 I don't see many players do this except Mitsuru, but if confirm a string from relatively far off into sweep, depending on situation, I will RC into 6H, task C. I honestly think this is an effective way to get a bit more damage and better positioning with a task C seal, but I don't see many people doing it...what do you guys think. I use this a lot by the way...especially against characters that can't be hit by ground 236K (like Faust, Elphelt, etc)
Tiamat Posted February 6, 2015 Posted February 6, 2015 I do 2D RC 6H sometimes but not very often, usually only if it will kill. It should generally get you better damage than RCing Task B.
rubedo777 Posted February 6, 2015 Posted February 6, 2015 Well the thing is there are many situations where doing task B won't hit (or 5H is out of range) and so you can only really end with sweep into either nothing or 236K...that's why I go for RC into 6H, task C.
QSpec Posted February 6, 2015 Posted February 6, 2015 I don't RC except if it will kill or if I did something unsafe (get a Task B blocked for example). I'll occasionally RC on a punish if I'm swimming in meter, but we make such good use of YRC, I am loathe to use meter on anything else.
Tiamat Posted February 6, 2015 Posted February 6, 2015 Well the thing is there are many situations where doing task B won't hit (or 5H is out of range) and so you can only really end with sweep into either nothing or 236K...that's why I go for RC into 6H, task C. That's true, it's probably not worth it most of the time though. If it's elphelt/faust and you can't 236k you can try to do a safejump or you can TK 236P 3H 236H. The latter option is a bit gimmicky and not pressure friendly but it's a safe way to set out the bed DV for zoning.
rubedo777 Posted February 6, 2015 Posted February 6, 2015 Hmm that reminds me, now that 6H's startup is nerfed in the patch, it's going to be near impossible to use midcombo...too bad, that will mess up a number of combo routes.
NecroTheReaper Posted February 6, 2015 Posted February 6, 2015 Yeah, for me, RCing is only worth it to keep your ass safe during pressure or if you really need that knockdown, and if I was able to combo into 2D, that's more than enough. I'd rather get a reversal/frametrap/whatever Helios instead of getting closer to our depressingly low damage ceiling
QSpec Posted February 6, 2015 Posted February 6, 2015 Yeah, for me, RCing is only worth it to keep your ass safe during pressure or if you really need that knockdown, and if I was able to combo into 2D, that's more than enough. I'd rather get a reversal/frametrap/whatever Helios instead of getting closer to our depressingly low damage ceiling Haha, this. That's why I like the idea of being able to confirm off of our 2/3HS because at least then it gives us reliable lower damage off of almost everything. Either that or give HS better reach on the second hit because our punish damage is no better than a lot of bnbs.
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