MLSTRM Posted April 3, 2016 Posted April 3, 2016 On 01/04/2016 at 8:10 PM, Verimeloni said: If someone already has access to rev demo I'd like to know if charged blitz is any use in combos, in corner dust stuff perhaps? On a similar note, I played it a bit this weekend, didn't get enough time to work out any new stuff, but at least some of the old stuff from sign doesn't work the same any more with the new side dust (That's the standard 5D~6>5S>5H(2)>Task A' ..... and also Stuff>Helios (Wall stick)>5D~6>j,H). Charge blitz might be useful for corner dust stuff but I didn't really try anything using it for combos specifically.
Tiamat Posted April 5, 2016 Posted April 5, 2016 Some Revelator stuff for the new characters so far. - none of them have a face up wakeup speed as fast as Ky or Venom. Face down wakeup speed is medium - Jack-O has very small crouching hitbox as expected. Problem for airdash strings and 236K oki. - can do B&B with 1H to sj.PPS 236H on Jack-O - can do B&B with 1H to sj.K 3 j.S 236H on Johnny - can do a full j.S loop on Johnny from corner throw - can combo Johnny from 2H with 986 j.PS 236H c.S 5H 236H - Jam is hard to combo midscreen - Burst Helios gains throw invulnerability
NecroTheReaper Posted April 8, 2016 Posted April 8, 2016 When you say Jam is hard to combo, we talking May hard?
Tiamat Posted April 9, 2016 Posted April 9, 2016 12 hours ago, NecroTheReaper said: When you say Jam is hard to combo, we talking May hard? Jam is harder than anybody to do a combo from 1H on midscreen
NecroTheReaper Posted April 9, 2016 Posted April 9, 2016 Wish I had the demo now. May is tight enough with that stupid 883 combo, now I gotta figure out ANOTHER one
Verimeloni Posted April 10, 2016 Posted April 10, 2016 What do people usually do after a successful air throw? I usually just dial to my usual 6h cross-up stuff but my regular opponents know how to deal with those already. Edited the wiki a little.
Tiamat Posted April 10, 2016 Posted April 10, 2016 5 hours ago, Verimeloni said: What do people usually do after a successful air throw? I usually just dial to my usual 6h cross-up stuff but my regular opponents know how to deal with those already. Edited the wiki a little. You can meaty a 2K or a j.D. Could fake that you're trying for a meaty then throw them. Air throw oki is pretty bad. 6H is really obvious to people familiar with the knockdown. You can try to do a jump into 83 j.P into something but if they IB you get grabbed i think.
NecroTheReaper Posted April 10, 2016 Posted April 10, 2016 You could also do FDC crossups since it puts you at the best range to capitalize on success. This isn't meaty though, and they could probably air throw you out of it if they're quick. Could also try to backdash 2H. Don't know how fast it is relative to their wakeup, but it should CH (or clash) most reversals and/or beat jump outs. Probably not VV since it goes a mile high, but still
Verimeloni Posted April 10, 2016 Posted April 10, 2016 I've edited a wiki a bit, if anyone could check if there's any mistakes there I'd be glad.
Tiamat Posted April 11, 2016 Posted April 11, 2016 About the air throw knockdown, I somehow didn't think of it before but you could just try doing a meaty with 5K or c.S into a blockstring or air pressure reset. like walk back meaty 5K into 2S2D or jump cancel it to 886 j.KS or something
NecroTheReaper Posted April 11, 2016 Posted April 11, 2016 Can also do a meaty 6P which has some unique uses, such as a Gatling into both c.S, 1/2/3H AND 6H, plus it's got 6 actives so it's fairly easy to use (plus it seldom sees use in pressure, so there's that)
Verimeloni Posted April 15, 2016 Posted April 15, 2016 After labbin' and watchin Wondertonic's videos I feel that optimizing combos/pressure to take advantage of task A returning will unlock new potential for Bedman... It almost feels like there's too much tech for this guy, so in real matches under pressure I just dial my usual 2k 5h 1h 's :p
NecroTheReaper Posted April 15, 2016 Posted April 15, 2016 I use returning task A to guarantee a gapless dust link or as a way to catch people jumping out of a grab setup. Or to do a jumping string into another one with less risk (ex j.886KPP>return>j.886KS)
Lynxfort Posted April 16, 2016 Posted April 16, 2016 On ٢٧/٦/١٤٣٧ هـ at 6:24 PM, Verimeloni said: 1- couldn't connect the jS after j Task B RC.."i done that in in sign....not revelator ..and a s far as i know there is only system changes " 2-verimeloni Asked about the oki after air throw but i want to knoiw his best options after normal throw .
Verimeloni Posted April 16, 2016 Posted April 16, 2016 5 hours ago, Lynxfort said: verimeloni Asked about the oki after air throw but i want to knoiw his best options after normal throw * Midscreen: meaty task a', for some characters you have to tiger knee it to guarantee a hit. > On hit you can confirm into a combo, on block you can mixup with 2k, j.d (needs meter to convert), 6h crossup or tick 2p into another throw, if they eat this a lot they will start to use dead angle attacks more. If you're near corner it's a good idea to setup task a' djv seal so after knockdown you can mixup/combo with j.d without meter. * Other than task a' you can do tk task b > meaty 2k, though this doesn't work on the entire cast as tk task b hits some of them when they're on the ground ruining the setup. * Of course you can just walk close and meaty, safe jump or do the airdash fd crossup etc. * If they're a hit away from being dead you can use 2h / 6h to land an otg hit. * If you've got meter you can choose to rrc 6h task c or walk c.s > air combo, though the damage is puny because of throw 55% proration Corner: combo away, there's plenty of videos to refer to.
NecroTheReaper Posted April 16, 2016 Posted April 16, 2016 You can do almost anything after a throw really. I personally like regular task A/tk task A into 2H because people ALWAYS jump out of this for IDK what reasons.
Tiamat Posted April 17, 2016 Posted April 17, 2016 236K after normal throw whiffs against quite a few characters and doing a TK version will allow them to wakeup jump over it unless they are in the corner. Unless they tend to eat a lot of 6Hs after the 236K is blocked it's effectiveness is pretty limited. If you get blocked you can't do much with the DV to continue pressure. Blitz to a throw OS works well against it too. I think the TK 236S to a mixup is better because the DV is much more useful on its own than the 236K DV. You can also try for some kind of jump in meaty or a fake into a low. Walking up and doing meaty on the ground is pretty ineffective by comparison imo.
Lynxfort Posted April 19, 2016 Posted April 19, 2016 On ١٠/٧/١٤٣٧ هـ at 10:37 AM, Tiamat said: 236K after normal throw whiffs against quite a few characters and doing a TK version will allow them to wakeup jump over it unless they are in the corner. Unless they tend to eat a lot of 6Hs after the 236K is blocked it's effectiveness is pretty limited. If you get blocked you can't do much with the DV to continue pressure. Blitz to a throw OS works well against it too. I think the TK 236S to a mixup is better because the DV is much more useful on its own than the 236K DV. You can also try for some kind of jump in meaty or a fake into a low. Walking up and doing meaty on the ground is pretty ineffective by comparison imo. TK 236S is interesting ..you can use DV for combos "EG...2K.cS.5H .1H.....combo" but regarding the meterless mix up the the low options are known but what what about overhead roote ??
Verimeloni Posted April 19, 2016 Posted April 19, 2016 For overhead options... Well, the most obvious is walk close 5D but that's just bad. Throw bait instant j.D is much more effective, but without meter you're hard pressed to convert. You can with a counter hit but it's pretty tight, on normal hit the rewards are small and you'll be prone to dps/air throws. Imo super jump 83 j.K safe jump is your best bet
NecroTheReaper Posted April 20, 2016 Posted April 20, 2016 Also, DV B has a very small cooldown compared to others. If you do a meaty DVB, you're at least +24 and 883j.P would only take 22f (with j.K being 4f slower). I honestly find no reason to not DVB on oki every time. HIgh and low options are available, it's fairly do safe, and on yrc, you get access to like 8 way mix-up s. Only downside is blitz, but 881 2S/H can keep them locked in place and safely away.
NecroTheReaper Posted April 22, 2016 Posted April 22, 2016 The combo maybe not so much, but the setups look fine as hell. I've been trying to figure out a way to combo into dust in the corner using task A return. I don't think you can expect to open people up with just j.KS though so I hope there's room for variance.
GcYoshi13 Posted April 25, 2016 Posted April 25, 2016 On 4/21/2016 at 3:54 PM, Verimeloni said: Practical use maybe? In Xrd Sign yes, but I'm concerned about this working on revelator since a lot of the Dust combos are different.
Lynxfort Posted May 11, 2016 Posted May 11, 2016 Another noob qustion Does whiffed jH an 899FD make himn land faster ??or it for another goal..and can you teach my tricks useing them?
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