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Posted

Remember that the teleport doesn't stop them from cancelling.  I HAVE had occasions where May would just cancel into her command grab and blow me up.  Also Elphelt can cancel into bridal express and get right out before you punish her.

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Posted (edited)

Yes but I said that the teleport seems to have NO strike vulnerability, you can block immediately after the dash ends...I tested with the cpu mashing 2P after some move that the cpu would recover first from (like Ino's projectile), the cpu was never ever able to hit me after my dash teleport ended. I'm not sure if the recovery of the dash is also throw invulnerable, trying to test that but having some trouble doing that without a second human player.

Wow. It seems like you're completely safe. I recorded dash and held up with Bedman, and I couldn't throw him with Sol even after he parried my 2P. I guess I get blown up for mashing the wrong buttons.

It also seems as tho you can also escape command throws even when they are canceled from the normal that was parried.

Edited by OP8
Posted

At the worst case it *seems* that they can wait it out and then start pressuring you when you come out of the dash, but atleast you will be out of the corner or out of the situation where you are forced to block and eat a mixup...and there's a good chance they may have already started running toward you, not expecting the teleport dash, which means you'll be out free.

 

I think trying to parry pokes is too risky with this, since if they do nothing, you will just get the normal ground dash which is NOT invulnerable. However, for obvious things you see and can react to like projectiles that put you in blockstun or can be chased after (Ino, Venom, Sol gunflame, some other moves) it seems like a really good tool. This can probably be pretty good against Potemkin flicks too, if he's chasing after it...depends though. You don't want him waiting for it so he can potemkin buster or 2K you (putting you in a guessing situation), have to be smart when using it against him.

Posted

I'm not sure on all the details of the teleport myself but it may be worth trying YRCs with it.  

 

Dash YRC will absorb attacks without teleporting.  kinda like a super armor dash?  might be good

You can also YRC right as you're re-appearing from teleport and this seems to be advantageous.  

 

Just some ideas to play around with, I'm not sure what to think about them.  

Posted

Don't rely on dash as means of reversal. It's really risky to use in actual match. However, if you know what you're doing it's also an important tool. For example it takes care of all of Slayer's options after 214K except for S.

 

I say it's best not used as an instinct - read, you'll eat much more than you think you would and just get frustrated.

 

EDIT:

So far I haven't seen it mentioned - 5H HITS BEHIND BE!

Posted
I say it's best not used as an instinct - read, you'll eat much more than you think you would and just get frustrated.

 

EDIT:

So far I haven't seen it mentioned - 5H HITS BEHIND BE!

 

It's not really something to do as a reversal, since it seems the parry part of the dash has a little bit of startup.

Posted

Only four frames to be fair. It is something that you may use once a match out of the blue to keep the opponent on his toes. I just wanted to point out that, well, it's just an overall bad move with some strenghts.

Posted

I feel like if I'm fortunate to land HS(2) >1HS >, it's best to get the guaranteed damage. Especially in the corner.

 

1HS deals absurd damage in a combo, I find that if you can pull 5H(2), 1H off, you should just go for Task A or C, depending on what kind of Deja Vu seal you want. Dropping 50 meter on a red RC if you go for Task C leads into 6P, c.S, Task C for pretty close to 200 damage.

Posted

How do you feel about non-Task enders? In training mode I've come up with this nice string:

 

adf > j.K > j.s > land > 2K > c.S > f.S > 2S > 2H > 236P

 

This by itself is stupid - With that good a starter one should always go for Task B or Task C ender. Usefulness of this sting shines during regular matches, however. I often find myself hitting the opponent just outside of string into 5H > Task B. I've now conditioned myself to always go to 2S > 2H if I notice that distance is too big.

 

If the opponent recovers in the air (as he should), TaskA covers me and should he decide to just block it I can try to establish a new offensive. So far I haven't noticed any particular downsides to this route so I feel like I'm forgetting something.

Posted

How do you feel about non-Task enders? In training mode I've come up with this nice string:

 

adf > j.K > j.s > land > 2K > c.S > f.S > 2S > 2H > 236P

 

This by itself is stupid - With that good a starter one should always go for Task B or Task C ender. Usefulness of this sting shines during regular matches, however. I often find myself hitting the opponent just outside of string into 5H > Task B. I've now conditioned myself to always go to 2S > 2H if I notice that distance is too big.

 

If the opponent recovers in the air (as he should), TaskA covers me and should he decide to just block it I can try to establish a new offensive. So far I haven't noticed any particular downsides to this route so I feel like I'm forgetting something.

 

If the distance is too big for 5H > Task B just do 5H > 2D.  In some ways 2D ender is better than Task B anyway.  Also, 2S 2H only works on crouchers so unless the initial j.K hit them when they are crouching they will be able to block the 2H.  Even if you do get the 2H though it's giving up the knockdown.  I'm trying it now and if you tech forward when 2H hits you can tech over the Task A.  

Posted

Just to make it easier though, isn't like... every move barring 5/2P able to combo into 2D? I'd say cutting the combo short would be worth the KD given how much momentum a single KD gives you in this game.

Posted

Just to make it easier though, isn't like... every move barring 5/2P able to combo into 2D? I'd say cutting the combo short would be worth the KD given how much momentum a single KD gives you in this game.

 

Well unless you're close enough for f.S/2S to go to 5H you can't go to 2D.  f.S/2S direct to 2D don't work.

 

5P/2P should be able to go to 2D regardless of the range you hit them at if you just do 5P/2P 2K 2D though.  If you're closer of course you could do something better.  

Posted

Before i bother getting excited, would a combo that gives Task B and C seals and a KD for 50 meter be worth it? Asking because of the fact that you cant Task B and C DV at the same time

Edit: is it just me, or is Bedman missing a lot of basic GG-esque moves or move properties? Example: projectiles that stay out when blocking or moves that rush forward that are safe or even positove on block?

Posted

Hey new GG player here. First post on Dustloop.

 

I thought I'd share a little bit of info that I found in training mode today. It concerns making sure you get a hard knockdown off of Task C instead of having the 3rd hit OTG and ruin your meaty setup.

 

I tested 5H > 1H > Task C on every character and this is what I found. Apologies if its been researched and posted before now.

 

"Light" - I always get 2 hits and the 3rd will whiff no matter what I tried. Always get the hard knockdown.

May, Milia

 

"Medium" - If I canceled immediately the 3rd hit will OTG. If you cancel into Task C late, you can get 2 hits and get to set up your Oki.

Sol, Chip, Sin, Slayer

 

"Heavy" - If you cancel into Task C Immediately, the 3rd hit will connect but NOT OTG and you'll get full damage and a setup. Sometimes if you cancel into Task C late the 3rd hit will OTG or not, depending on your timing.

Ky, Elphelt, Faust, Potemkin, Axl, Ramathal, Venom, Zato

 

?????? - No matter what I tried, the 3rd hit always seems to OTG. Possibly because Bedman has a large hurtbox but he's unusually light/floaty for his size.

Bedman

 

I put the weights in quotation marks because I'm not totally sure if the categories I put them into corresponds to their actual character weight. I hope that's helpful to somebody.

Posted

It's been posted a couple times in the combo thread now but it's good to test things yourself anyway.  Add Leo to your list for the "medium".  The timing is the most strict on him.  

Posted

Hey new GG player here. First post on Dustloop.

 

I thought I'd share a little bit of info that I found in training mode today. It concerns making sure you get a hard knockdown off of Task C instead of having the 3rd hit OTG and ruin your meaty setup.

 

I tested 5H > 1H > Task C on every character and this is what I found. Apologies if its been researched and posted before now.

 

"Light" - I always get 2 hits and the 3rd will whiff no matter what I tried. Always get the hard knockdown.

May, Milia

 

"Medium" - If I canceled immediately the 3rd hit will OTG. If you cancel into Task C late, you can get 2 hits and get to set up your Oki.

Sol, Chip, Sin, Slayer

 

"Heavy" - If you cancel into Task C Immediately, the 3rd hit will connect but NOT OTG and you'll get full damage and a setup. Sometimes if you cancel into Task C late the 3rd hit will OTG or not, depending on your timing.

Ky, Elphelt, Faust, Potemkin, Axl, Ramathal, Venom, Zato

 

?????? - No matter what I tried, the 3rd hit always seems to OTG. Possibly because Bedman has a large hurtbox but he's unusually light/floaty for his size.

Bedman

 

I put the weights in quotation marks because I'm not totally sure if the categories I put them into corresponds to their actual character weight. I hope that's helpful to somebody.

 

Yes Tiamat and I posted about this in the combo thread...pretty much came to the same conclusions.

 

 

Anyway, what are some good pressure strings using airdashes with Bedman(that can lead to combos)? I've come up with:

j(6, K, S), 2K

j(K, S, 6, K), 2K

j(6, K, P, P), 2K

j(S, 6, K, P), 2K

j(S, 6, S), 2K

j(83, K), 2K

j(83), 2K

 

However, I've seen Tsubu and some others do more complex strings, that might have to do with using 89 in the airdash into a very quick air normal but I can't do them...and I'm not even sure how they're done. I'll post up the videos and timestamps when I find them again.

Posted

Yep, me too. In fact after learning Bedman's basics I've decided that there's no point in playing him on stick, so I've made a hitbox just to play him effectively. 

As a disclaimer - I know BE can be played effectively on a stick, but I have major trouble with his airdashes and decided that it's just easier to spend 10 hours making a hitbox than it is spending a month to learn proper hand motions. After switching to hitbox I have no problems with any inputs whatsoever.

Posted

Here are a few things for Bedman on Hitbox. For easy air dashes, while in the air, just hold the direction you want to dash and tap jump (8). You can even hold your downward directions while still grounded and double tap 8 to get an instant air dash.

For air dashes in air combos, I had to get used to holding the directions (instead of tapping) I wanted to go. Especially for 9. Like in his air dust combo, I would either get 8 or 6 or sometimes nothing.

It kind of sucks doing his super motions, but I rarely use his supers.

Posted

Can I ask for someone to make the remaining MU thrrads we're missing? I'm havin trouble with Ky embarrassingly enough, mostly because he's so prominent in netplay.

Anyone's free to make MU threads lol.  I just made the ones I was particularly interested in discussing.

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