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Everything posted by WonderTonic
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In the old ver. the opponent was always pushed away from Bedman. regardless of seal position. One real minor issue this causes is now if you do DV Task A' with the seal behind the opponent. When it connects Bedman goes behind the opponent, but the opponent is slightly pushed away. This means 2K>5HS(2) is no longer possible after that This seems unchanged to me. Bedman always ended up farther away on a front hit Task A' compared to a rear hit.
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On Pote, j.S>9>j.KS>j.236H appears to work. -Deja Vu seal attacks now seem to knock your opponent away from where the seal is rather than away from bedman, this can make for some interesting strings. EDIT: so if and opponent is sandwiched between Bedman and a seal there are varying effects depending on the seal used. DV Task B (Air and Ground): Pushes opponent toward Bedman, DV Task C (Air and Ground): Pushes opponent toward Bedman on 1st hit. Away on the rest. (On Block) DV Task A (Air and Ground): Both hits will push opponent toward Bedman -While Air Task B damage was nerfed, DV Air Task B's damage is still ridiculous. 4 hits for 96 dmg on May (same as 1.0 or increase?)
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Messing with 6H it feels like any additional frames were added during the end of tele part of 6H as Yoshit said The down side its a bit easier to react to when using it as a cross up. It is a bit tricky to throw bedman out of it, but you can throw him just before the attack lands so i think its utility as a meaty attack remains pretty much unchanged The upside is that it pretty much always hits crossup now when he lands on the other side of the opponent. So now strings like 2k > 6h, or 2p >2p> 6h will now require the opponent to switch direction to block which wasn't the case in 1.0 His Hover is also pretty interesting now too, tapping 8 to hover is much more lenient now. You no longer get j.8 > 8 from holding up a tad too long, but now it feels like the upward directions after hover are a bit slower to come out.
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I didnt get too much time to mess around with this before I had to go to work, but it seems that taller characters can be IOH with meaty j.k on wakeup before they complete their crouching animation (common knowledge?) On Sin, I did a combo into Task C, then did DV Task C > 9k > Air Task C. Which combos for an Air C Seal (though IIRC the Air C hits OTG). I struggled getting a more effective combo off of it since the second hit of the DV C forces knockdown on grounded opponents, but perhaps y'all can find some fun stuff with it. I've only tried this on Sin and May so far. It did not work on May
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Not sure if this has been mentioned, but at 4:32 in that Bed vs. Leo video, Shu does a point blank TK Task A' that gets blitzshielded, and Bedman is unaffected. So im guessing blitzshielding task A' does not affect Bedman at any range unlike other close ranged projectiles. That is unless they reverted that change to blitzshielding close projectiles entirely
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Task C (Y)RC is pretty much the only time JI seems to affect Bedman since he maintains all of his movement options after a super jump. I have yet to find a use for it though.
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I forgot Chipp. He's probably the one I have the most difficult time with in the neutral game. Millia can be rough at times, but I agree, playing really aggressive works for me against her. Sent from my iPhone using Tapatalk
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Which characters do you all tend to struggle with personally when playing Bedman? For me it's mostly Venom, Axl, and Faust. They all tend to abuse Beds big frame in the zoning game and recover quickly enough to respond to your dash. I don't wanted I get too specific mostly because there are matchup threads already available. Just curious about your own personal matchup struggles. Sent from my iPhone using Tapatalk
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Well lets say Bedman is on the player 1 side. If you are correctly crossing up, the 214S should push the opponent in the Player 1 direction. This way when you land with J.S they should be close enough for you to go into 236H. Keep in mind that if the opponent crouches the j.S, 236H will not combo. I'm sure there are better combo options out there, I kinda threw that out there as an example.
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Well one thing you can do is instead of 991 j.S is super jump 992 j.S. The super jump will cause Bedman to turn around mid air and you can do j.S on the way down on the crossup side. I haven't messed with it much yet though. I made another vid showing both 214S YRC setups http://youtu.be/dCb3Cz5l0mI?list=UU1DZVAmDUGk5g3T2oDBdlgw 991 j.S 1. Sol blocking back on wakeup 2. Sol holding forward on wakeup Super Jump 992 j.S 3. Sol holding back on wakeup 4. Sol holding forward then back (anticipating the 991 j.S double crossup) EDIT: So for the most part I've gotten a better understanding of the 991 setup. -To ensure the the 214s crosses up you must be pretty close to your opponent, even taking a slight step back during the 214 motion can be enough to ruin the crossup. -To ensure that the 991 j.S recrosses up, you must allow enough time between the 214S hit and the 991 j.S. To do this, I delay the 1 direction slightly so it looks like a very brief hover before air dashing in the 1 direction. Sorry if my explanation is a bit confusing.
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Perhaps you guys can help me with a setup I've been messing with. After KD 236S, do 214S > YRC > 991 j.S. When timed correctly the 214S will hit cross up, but not only that, the 991 j.S can hit in a way that the game wont block the double crossup for them, they have to switch directions again to block it. I can seem to get it consistently on Ky and Bedman so far. I'm guessing wake up times play a part. On Sol i seem to only be able to time the string so that he can either hold back the whole string or forward. I did find something interesting while testing it on Sol though. I was trying to time the 214 S so that only 1 hit would connect. I could only do this with a RRC on sol it seemed, but this happened as a result. http://www.youtube.com/watch?v=99runDlqb_E (excuse the horrid phone vid) The first replay has Sol holding back on wake up, the second has Sol in neutral, and the third has Sol holding forward. Its kind of an (almost) unblockable. Its not a true unblockable in that Sol can either tap forward on the first frame 214S hits, or he can walk forward and switch to back block the moment 991 j.S hits. Any thoughts?
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As mentioned 5H(2)>j.D can cross-up or not depending on the delay. I usually follow up with RC>82>land>5p/5k(depending on my height when doing the crossup). The one thing I've noticed about this string is the amount of delay needed to properly cross-up changes with whether the opponent blocks the second hit of 5H standing or crouching (less time needed on one who crouches the 2nd hit of 5H and stands for j.D). i tend to just delay it longer either way and follow up with RC>82>land>5P just in case. I'm sure many of you know, but this game, like previous GGs, will block cross-ups for your opponent automatically if the opponent is still in blockstun when crossed up. So for many setups (like with task A') you have to attack just as they're leaving blockstun or it won't cross-up. This can be dangerous when crossing up with A' since you will be in throw range. When i know Task A' will move me to the opposite side, i tend to not delay and simply 2K > 5H(2) > j.D/2D mixup. Still haven't put as much time into this game as I have wanted yet, but im having a lot of fun with Bedman. His neutral game still takes some getting used to, but I am just going to have to play lots of matches for that to happen.
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An easier thing to do after 5d is to neutral jump or jump back (easier imo) and hit j.A, land, 5A -> combo. I just press jump maybe a quarter second after thanatos bites the opponent to properly time j.A right before i touch the ground. Another way to get use to the timing of falling j.A is to time a whiffed 5A to come out at the same moment as Thanatos's bite and hold the desired jump directio Edit: Actually, j.B, 5B after a 5d can be easy too. Just hold 8 or 9 as the grab connects depending how far from Thanatos you are, and hit j. B when your feet are around Thanatos head level (on the way down) and then 5B upon landing. You'll hit the opponent at the earliest possible so that Thanatos never really throws him. Re-Edit: After testing you can aso use the first timing i listed for j.B > 5B as well. The only difference is you will hit j.B just a bit earlier in order to get j.B to hit in both directions before you land. The first method is probably preferrable as it applies to j.D too.
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[P4A] Elizabeth Tricks and Gimmicks Compilation (Updated 3/11/13)
WonderTonic replied to Kiba's topic in Archive
I noticed when doing the Sb.Zio > 5C (2) > j.D tech trap If an opponent neutral techs, the 5D will whiff. I could only get it to work provided an opponent techs back, forward, or up. so now to figure out something mean for neutral techs. -
I was expecting this going in, but you'll see no character except for Shadow Labrys feels remotely close to Carl. And even she seems to have a much easier learning curve than Carl. It feels like personas are just extensions of the characters and not separate entities(nirvana, Eddie, dog) in a majority of the cases. but that's just me. Sent from my Galaxy Nexus using Tapatalk 2
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I can definitely relate to the long hit stop stuff with BlazBlue. It was the most unappealing feature of BB to me when it first came out. It felt incredibly stiff compared to GG imo. Though BB did grow on me eventually. I love how much more fast/ fluid P4A feels. Not quite GG but still great. I can see myself putting a lot of time into this.
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I am hype for the extensive changes given to the game overall, but man on paper it seems like zappa got the shaft. Though like phrek says, things could be improving for the better depending on how the new properties of of the summons. With the opponent being knocked back with orientation with the dog, there should be opportunities for some crazy midscreen pressure. Naked far S having additional recovery will make it harder to follow up after an unblockable (4D->D + Low Spit) but it seems they are leaning away from a lot of unblockables in this game anyway. Dog nerfs were seen coming, and I guess it will call for some new dog gameplay rather than 'push to corner -> knockdown in corner -> rape in a dark alley' although I loved rape in a dark alley. Follow up attack immediately after 8D and 6D could lead to some mean stuff provided follow-up maintains its overhead properties. The increased knockback from hitting airborne opponents with dog could be nice for safer dog positioning provided theres some small increase in untech time. Ghosts seems really beefy, and with the damage increase, I am hoping it will end up being an AC ghost movelist + #R ghost damage =D. "when using ‘sono mama kaette konaide kudasai’ during haunt mode, you’ll get the ghosts you started with, with 2 ghosts haunting the opponent"... so now we can double haunt? That is friggin lovely along with minor banana buffs (one could only hope for overhead flowerpots, but that'd be ridiculous). Does this mean we will have 2-3 ghosts available with a double haunt? I'm kinda torn on sword's changes . Airblocking sword standing normals without FD is beat. That was my single favorite thing about the sword along with 2H counter hit combos. "after attacking, sword will now stay on the spot"... I wonder if this will allow for full blockstrings on return trips from the sword, I really want to see what can be done with this, I have a bad feeling this will end up leaving Zappa open more often than anything. With that said, I am really excited just to learn a new Zappa regardless of his overall standing. Enough theorizing from me for now, I'm ready to play My only guess is that it may be used like Sol's Bandit FRCs in which it will be used to maintain upward momentum in aircombos, it would be tricky at first considering the timing is similar to Robo-Ky's H. If we are lucky maybe we got two FRC points.
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Damn, It's been years since i heard from you. Don't even know if ya remember me lol. The hype for this has had me hook up my ps2 for the first time in over a year. Can't have a rusty Zappa.
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the two hit versions of Jin's Ice car are 2D and 6D-able after IBing the first hit, however no good jin would just throw the two hit version out for no reason.
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Yea, as mentioned above you can use the double jump to do j.214 C, and possibly do a falling j.B/j.C. What's everyone's followup to a TK'd/Dash Canceled j.214B non counter hit? I've been doing 5C, 236A, 5C. i guess you could also do 214B(1 hit), 41236C after 5C stars permitting.
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You can follow J.D if not mentioned earlier J.d, j.214B, djc, j.214C. Cancel the j.D as early as you can (advanced input or w/e its called helps alot), double jump and do 214C at the peak of your jump. The height you are at after the j.214C usually allows you to follow up with a j.B on descent. If you actually land the counter at a decent height(near peak of first jump) you may be able to follow up with a J.C on descent. Whether or not this is worth the stars is beyond me. As for a follow up to a TK'd 214C i believe 2k, 236A into whatever is doable on most characters. However a dash canceled 214C can be followed up with 2C or 5C into a combo of your choice. If you also TK'd or dash canceled a j.214B, it can be followed by an immediate j.214C followed by 2c/5c, etc. Again whether or not its worth it is up to you guys I guess. For 5.D follow ups you can do 623A, 2C, jc, j.2C airdash j.C midscreen. or you can do 623A, 5C, 236A, into whatever depending on position. 236A dash 2C can be a decent followup (It was mentioned earlier I believe) but it doesn't work on Noel and possibly some others. Stars permitting you can just do [214B(one hit),41236C,whatever] after either both 2D and 5D Note that pretty much all the follow ups mentioned require you to cancel the counter as early as possible (again that 5 frame button hold thingy helps alot)
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Im pretty sure it depends on the range Zantetsu hits. Most of the time im able to connect 5C 623A>A afterwards.
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I kinda learned that FRC by mistake, I had counter hit on, and it ended up being that I just FRC as the announcer begins the second syllable in "counter". So every time I use it, I say "counter" in my head regardless. Weird I know, but it works for me.
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Yea thats kinda how I use it now. It's great how if the opponent blocks a max range 5s, then 2h will still reach them most of the time. Ah well
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Hey do any of you ever use Ghost: [2s(whiff), 2h] at all? Using 2h before the ghost returns to Zappa increases the range of 2h quite a bit (farther than Ghost: 5s) My problem is I can't find any real situation that I could use it rather than some other option. It is a deceivingly long poke though but if you consider whiffing 2s as startup, then its ridiculously slow. I try to look at the 2s whiff as a space keeper or something more so than startup but I dunno. I catch people off guard with it every once in awhile, but it never comes to mind to try it outside of training mode. Any ideas?