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Everything posted by Shadow Ninja 64
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Some thoughts on the phenomenon with the quick 236H: Normally, if you just do 236H when right next to the opponent, Leo does his usual run and even pushes them back a bit before crossing over. However, if you do point blank c.S 5H XX 236H, it combos really consistently on Sol. I think this is due to two factors: c.S pushes Leo deeper into the opponent's model and 5H has its natural pullback. Both of these factors seem to cause the 236H to come out basically already crossed up, so the lengthier run part is skipped entirely. c.S XX 236H alone does not seem to be enough to trigger it, nor does 5H XX 236H, and even dashing into either one of them alone doesn't make it work on Sol, so I think that lends support to the idea outlined above. Further evidence lies in the fact that dash into point blank 2K c.S 5H XX 236H combos on Sol but dash into a 2K that isn't point blank no longer works since the distance does not allow Leo to get in deep enough for the 236H to instantly cross up. Note that none of the options (point blank c.S 5H, or dash 2K/5K c.S 5H) work on Sol while he's crouching. This is probably because Sol's reeling animation while crouching is different from his standing reeling animation and doesn't allow Leo to get deep enough inside his model for the instant crossover 236H to trigger. As for that video just posted above of Leo on Leo violence, I don't really have a good idea on why that works. The funny thing there is that 5H XX 236H doesn't seem to work at any range normally unless you dash into the 5H, but after landing the instant crossover 236H and then stance canceling, 5H XX 236H suddenly works not only at that range but also if you walk in a bit first. It doesn't make sense to me to think that the opponent's hitbox is being altered, so the only thing I can think of that would be possible is that Leo's own hitbox is altered in some way when you cancel out of BT stance.
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[Xrd] Leo Whitefang General Discussion
Shadow Ninja 64 replied to CCVengeance's topic in Leo Whitefang
You can't. He means RRC, especially since he said on the second hit. Speaking of which, I posted a couple combo routes using that starting with 5K or 2K in the other thread just yesterday. The midscreen one is big damage and seems to be universal, or at least works on a diverse sample of half the cast that I tried it on. -
Edit: I forgot to say this, but yeah, that video was what got me messing with the combo route starting with 5K in the first place. When I was messing with the corner variant more, I was able to get this to work: [corner] 5K 5S 5H XX [2]8H(2) RC whiff j.D, slight delay 6[H], BT S XX 214S, c.S jc j.K XX j.236H [240 on Sol] j.S(1) and j.S(2) into Siegesparade didn't work, and j.H after any of those normal options caused Siegesparade to drop, too. I didn't test it yet but I imagine you can't go into Siegesparade at all if you have any other normals at the start of the combo like CH 6K. Also, something else I noticed last night: on Slayer, if you do 6[H] too high up, the BT S XX 214S will drop because the 214S whiffs under Slayer. If you delay the 6[H], the BT S XX 214S works, but then I believe he isn't knocked up high enough to land c.S without the 2P beforehand.
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I apologize if this isn't new, but this is the biggest damage I've found off a typical 5K starter, but I've only tried it on Sol so far so I don't know if it's universal: 5K 5S 5H XX [2]8H(2) RC whiff j.D, walk forward 6H, dash 5K c.S jc j.K jc dj.K H XX j.236H [225 on Sol] The combo for sure works with one more normal in front, like a counterhit 6K, although I believe you have to remove the double jump in that case. Edit: Off counterhit 6H, it seems like you have to cut both the second j.K and the j.H, unless I'm just bad which is entirely possible. I wanted to find a good corner variant for this using the 6[H], BT S XX 214S stuff, but nothing I've tried will allow j.236H to still combo, and just doing something like 2P XX [2]8H is worse damage than that midscreen combo up there. I tried c.S 2H XX [2]8H after the BT 214S but it pushes Leo too far out for the uppercut thing to connect. Edit: The main combo up there definitely works on Potemkin (210 damage) and Chipp (273 damage). Also works on May, Ramlethal, Venom, Ky, and Faust, although the timing is weird on Faust. Another edit: The combo works if you start with 2K instead of 5K, too, for about 170ish on Sol.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Shadow Ninja 64 replied to Poultrygeist's topic in Bedman
For trial 33, if you are too slow with the instant overhead j.D after the Deja Vu C YRC, the dummy won't get knocked up in the air by the Deja Vu C. That was my problem most of the time when I was first trying it. If you get that timing right, you actually have a huge amount of time to do the float[3] into j.S. You also want to make sure that j.S hits low so that they aren't knocked up too high for the c.S XX 236H to connect. Trial 34 needs precise timing and spacing on the j.D to make the Task A' hit the back of Sol's head instead of the front, but it's easier to just cheat the trial by setting the Task A', then walking with Sol until it's just offscreen, calling Deja Vu A', and doing a crossup j.D. -
Actually I just learned about this the other day. If you do an RRC and then wait until the time slow ends before hitting the opponent, the rest of the combo does not receive the RC proration. May's throw is one of those moves that floats long enough that you can wait out the time slowing, screen darkening effect and still hit them with the c.S afterward, so that should explain the difference in the damage you've observed. Edit: Just to be sure, I went and checked and got those same numbers, the 131 when I hit before the time slow went away and the 155 if I waited on the c.S until after the time slow.
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After transcribing those two Bedman combo/mixup/oki videos, I started trying to work on a somewhat simplified version of some of the corner stuff otogen uses, namely ending with a Task C in the corner and then going into j.23P YRC float[3] into either a high or a low. I wanted to make the setup as foolproof as I could timing-wise, but it tends to work better on some characters than others. First, though, I tested some basic corner throw combos and came up with a few variations that should all still be pretty doable when playing online. If you already have the fancier corner throw combos down with multiple j.S float[3] j.S loops down then skip this: corner throw, 5K jc j.KS float[6] j.S land, c.S XX 236HS [117 on Sol] Works on: Sol, Sin, Slayer, Zato, Bedman, Axl, May, Chipp, I-no, Ky, and can work on Potemkin but is sometimes screwy Note: f.S should work instead of 5K on everyone but is a smaller timing window to land it. corner throw, 5K jc j.KS float[3] j.S land, 236HS Works on: Faust, Potemkin, Venom, Elphelt (but on Elphelt, you have to do f.S instead of 5K) corner throw, 5K jc j.S float[6] j.PS land, 236HS Works on: Millia, Ramlethal. The main throw combo often makes the 236HS's third hit OTG these two, causing them to recover from the knockdown near instantly. Once you have that Task C set up, you can neutral jump, jump back, or step back and neutral jump into j.236P YRC. You don't want it to be as low as possible because you want the ability to still connect a float[3] j.S as the high starter. Here are the simplified high/low variations I came up with: Simplified Low: nj.236P YRC float[3] land, 2K 5HS(2) 2D XX 214HS, pause 236K, c.S XX 236HS [150 on Sol, 155 with 5HS(1) after c.S] Simplified High: nj.236P YRC float[3] j.S land, 5P c.S 5HS(1) 2D XX 214HS, pause 236K, c.S XX 236HS [165 on Sol] The timing for 236K in both combos is character dependent and will require practice. In general, you want to avoid moving forward when doing the 236K at all except against Faust and his dumb weird hitbox. In Simplified Low, change the ground combo to 2K 2S 5HS(1) 2D on I-no and Ky. In Simplified High, omit the 5P against Faust, Millia, Ramlethal, and Potemkin. Against some characters, you can do a different high variant where you do float[3] j.S, 5HS(2) 1HS XX 214HS, but I was having issues with inconsistency even on characters where that worked, specifically with the second hit of the 214HS just flat out whiffing. Anyway, this is nothing particularly mindblowing, and Bedman can take his corner shenanigans way further than this as already seen in the otogen videos. Hopefully, though, this will be a helpful start for people new to Bedman who want to try and take their corner game and evolve it past the one-track 214HS YRC mixup. Any suggestions on ways to further refine these for better damage and consistency are also welcome.
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I decided to transcribe that video for my own personal benefit, so I'll go ahead and post the transcription in the Axl combo thread since it probably belongs there moreso than here.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Shadow Ninja 64 replied to Poultrygeist's topic in Bedman
There are a couple Hemi Jack setups in the videos I transcribed for the combo thread, mostly involving extended corner combos into 214HS as an ender, then Hemi Jack, then blockstring into 236S to buy time for the cloud to get there. Alright, here's a quick question, because I never remember to test it myself when I have the game on: does Bedman get anything off his airthrow, with or without RC? -
This one was not easy to transcribe, especially with the two sections where he plays two sides of the mixup at the same time, but I gave it my best shot. Just like I said before, if I messed up anything in the transcription, please let me know and I'll fix it: Sec.1 (Potemkin, 0:12): corner throw, 5K jc (j.S float[3] j.S land)x2, j.S float[6] j.KS land, c.S XX 236HS... - ... 214HS YRC 2D XX 236P, c.S jc j.S float[3] j.S, 214HS (236P hits again), step forward whiff 236P, 2P c.S 5HS(2) XX 214HS (236P hits), Hemi Jack - (Hemi Jack out, Pot blocking) 214P, 2P 2K 2D XX 236S, (Hemi Jack hits), whiff j.236S, 214S, c.S jc (j.S float[3] j.S land)x2, 236HS(3) RRC c.S jc j.K float~[6] j.PS land, c.S j.PS float[9] j.PS XX j.236S Sec.2A (Ram, 0:44): corner throw, f.S jc (j.S float[3] j.S land)x2, 236HS... - (blocked) nj.236P YRC float[3] land, (low option hits) 2K 2S 5HS(1) 2D XX 214HS (236P hits), small step back 236K, c.S XX 236HS... - (blocked) 214k, forward jump j.236HP (214K teleports), (hits) 2K 5HS(2) 1HS XX 214HS, IK activate into IK Sec.2B (Ram, 1:05): ...corner 236HS... - (blocked) nj.236P YRC float[3] (high option hits) j.S land 2K c.S 5HS(1) 2D XX 214HS (236P hits), small step back 236K, c.S XX 236HS... - 214K, IOH j.D (214K hits), c.S 5HS(2) XX Clock, c.S jc j.S float[3] j.s land, 236HS Sec.3 (Pot again, 1:27): corner throw, 5K jc (j.S float[3] j.S land)x2, j.S float[3] j.K land, j.PS float[6] j.PS land, 236HS... Sec.4 (Still Pot, 1:37): [both windows] c.S 5HS(1) XX 236S... (blocked 214S) walk in 5HS(2)... [top left window, high option hits] IOH j.D RRC float[3] j.S land, 5HS(2) 1HS XX 214S, j.S float[3] j.S land, 5HS(1) XX 236HS [bottom right window, low option hits] 2D XX 214S RRC c.S jc float[3] j.S land, (j.S float[3] j.S land)x2, 5HS(1) XX 236HS Sec.5A (Sol, 1:50): corner throw, 5K jc j.S float[3] j.S land, 5HS(1) XX 236HS... - (blocked) step forward nj.236P YRC (high option hits) float[3] j.S land, 5HS(2) 1HS 214HS (236P hits), step forward whiff 236P, c.S jc j.PS float[9] j.K XX j.214HS (236P hits)... - (blocked) 214P, jump float[6] j.KPP land, (low option hits) 2K 2D XX 214HS (214P hits), j.S float[3] j.S land, 236HS Sec.5B (Sol, 2:07): ...corner 236HS... - (blocked) step forward nj.236P YRC float[3] land, (low option hits) 2K 5HS(2) 2D XX 214HS (236P hits), step forward whiff 236P, c.S jc j.PS float[9] j.K XX j.236HS (236P hits)... - (blocked) step back 214P, jump float[6] j.KPP land, (high option hits) IOH j.D (214P hits), falling j.S land, c.S 1HS XX 236HS Sec.6 (Zato midscreen, 2:23): c.S 5HS(2) 1HS XX 236HS(3)... - (blocked) 214HS, f.S jc TKj.236K, c.S XX 214K RRC (hits) walk forward forward throw (lands on 214K), c.S jc j.S float[3] j.S land, 236HS... - (silly blocked sequence) 236K crosses over, 6HS crosses back over, 214K YRC step forward 6HS crosses over (214K blocked, teleports back over), (hits) 2K 5HS(2) 1HS XX 236HS Sec.7 (Sol, 2:45): [both screens] corner throw, 5K jc j.S float[3] j.S land, j.S float[6] j.S land, c.S XX 236HS... - (hits) 214HS, IOH j.D float[2?] XX whiffed j.236P, (blocked) falling j.P land... [top left window, delayed low option hits] walk in 2K 2D XX 214HS (236P hits), Hemi Jack... [bottom right window, immediate low option hits] 2K 5HS(1) 2D XX 214HS (236P hits), Hemi Jack... - [one screen, Hemi Jack out] (blocked) 214HS, 2S XX 236K, 2K 2D XX 236S (Hemi Jack hits), walk forward c.S 5HS(2) 1HS XX 236HS(2) RRC land 6HS... [sol dead] Sec.8 (Venom, 3:09): ... corner 236HS... - (blocked) nj.236P YRC (hits) float[3] j.S land, 5HS(2) 1HS XX 214HS (236P hits), step forward whiff 236P, c.S XX 236HS(3) (236P hits), c.S XX 236HS... - (blocked) 214P, jump float[6] j.KPP land, 2K 2D XX 214HS (214P hits), 6HS XX Clock [Venom dead] Sec.9 (goofy stuff on Sol, 3:30): Gold Burst, Hemi Jack, Sol runs into Clock, 6P c.S XX 236HS (Hemi Jack hits), taunt Sec.10: Dancing animes and Bedman talking/sleeping Edit: Found and fixed a typo in Sec.4.
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I tried to do it this way when I was doing May's trials, but for some reason it messed with my head too much, so I went the lazy way and mapped a button to PKSH, which lets you RC any of the dolphins basically by just plinking the attack button and that button.
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I linked this cool Bedman video in the video thread: https://www.youtube.com/watch?v=S-vloniLPFg It's sort of a half oki, half combo video. I went ahead and transcribed what I thought I was seeing in each section of the video, but please let me know if I got anything wrong: Sec.1 (Sol): (...Task C ender), 214HS YRC 2D XX 236P, 2K 2D XX 214HS, 6HS XX 214P, jumpfloat~6 j.KPP, land... - (high option): IOH j.D hits, (214P hits), falling j.S, 5HS(2) 1HS... - (low option): 2K hits 2D (214P hits) XX 214HS, walk forward 236P, 5K jc j.P XX j.236S, (236P hits) land 236HS Sec.2A (Millia): corner throw, 5K jc j.S float~[3] j.S, c.S XX 236HS step back... - (low option) nj.236P YRC land 2K 2S 5HS(1) 2D XX 214HS (j.236P hits), nj.float236K, c.S XX 236HS - (high option) nj.236P YRC float~[6] j.HS(6), land 2K 2D XX 214HS (j.236P hits), nj.float236K, c.S XX 236HS Sec.2B (Millia): (Tasks nj.A', C set from Sec.2A)... - (left side) 214K, 2S (air 214K hits), 2K... - (right side, in corner) 214K, IOH j.D (air 214K hits), 2K... - (right side, in corner) 214K, delay 2S, (air 214K hits), 2K 5HS(2) 1HS XX 236HS Sec.3 (Axl): BS Reject, step forward c.S XX 236HS(3), c.S jc. j.S float~[3] j.S, land 236HS(3), c.S jc j.K float~[6] j.PPS, land 236HS(2) RRC, land 5HS(2) XX 236HS Sec.4 (Axl): corner throw, f.S jc (j.S float~[3] j.S land)x2, j.S float~[6] j.KS land 236HS... - step back nj.236P YRC float~[6] j.HS(6), 2P 2K 5D (j.236P hits, 5D hits), step forward 5P XX IK activate, IK Sec.5 (Chipp): corner throw, 5K f.S jc j.S float~[3] j.S, land 236HS into nj.236P YRC... ... (blocked) 2K 2S 5HS(1) 2D (j.236P hits) XX 214HS, nj.236K, c.S XX 214HS YRC 6HS XX 214K... - (high option) IOH j.D (air 214K hits) c.S 5HS(2) XX Clock, 5K jc j.P XX j.236S - (low option) 2S (air 214K hits) c.S 5HS(2) XX Clock, c.S jc j.S float~[3] j.S, land j.S float~[9] j.KS XX j.236S
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Shadow Ninja 64 replied to Skyheartxia's topic in Bedman
Bedman combo video Add-on: https://www.youtube.com/watch?v=S-vloniLPFg -
New Fighting Game Based On Shining Series
Shadow Ninja 64 replied to Malcopunch's topic in Misc Fighter Central
The latest PV: https://www.youtube.com/watch?v=yGPrnPeqxHU I really dislike the addition of damage numbers popping up on each hit. It's very visually distracting. -
The reason to end in 214AAA (and to learn the 4 web combos in general) is to win the battle for GRD, which is such an important resource that, depending on the state of the match, it is completely worth giving up damage and even oki for. I think any complete Byakuya combo list will need to have combos for every starter addressing the following: - Best meterless damage - If not the same as the first category, the 4 web combos for maximizing GRD swing - Best metered damage into 236C - Best metered damage into 623C into DashC or 3[C] into webs for oki pressure Carry toward the corner is also an important factor, but I didn't separate it out there because most of the 4 web combos have extremely solid screen travel already, and they can all be converted to end in 2B XX Rekkas XX 236C for metered damage by giving up the final 214AAA if you so desire, too.
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Agh, lost a reply that I was working on so I apologize if I forget something the second time around here. Regarding the 4 web combo, it turns out that it works with other starters, such as j.[2C], and here's the most efficient damage path I've found so far: j.[2C], 5C jc j.B j.C XX j.214A, 2C XX 214A~A~A, DashB XX 236A~4A~A~A, 2B XX 236A~4A~A~A (or Rekkas into 236C) [3136 / 3677] As a side note, this version is harder than just doing 5C XX 214B instead of the 2C pickup after the first web, but it is the max damage so I listed it here like this. Also, as Kef noted in his post, using DashB instead of 2B for the last rep might make it easier to land the final A followup, but you sacrifice the option of ending in 2B XX Rekkas XX 236C then. Another pair of starters you can use is [3C] XX 214C and uncharged 3C, although the easiest way to get 4 webs after the [3C] involves a side switch: [3C] XX 214C~C, land, neutral jump j.B j.C XX j.214B~A~A, DashB XX 236A~4A~A~A, 2B XX 236A~4A~A~A [2058] 3C jc j.B j.C XX j.214A, 5C XX 214B~A~A, DashB XX 236A~4A~A~A, 2B XX 236A~4A~A~A [3164] Note: That last combo can go into higher damage if you change the DashB to 2C and the 2B to DashB [3227], but as mentioned previously you lose out on the option to cancel the last hit of a full rekka chain into 236C if you do so since only 2B XX Rekkas knocks the enemy high enough for that to work after so many knockdowns.
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I haven't had time to test that 4 web combo that Kef posted much, but from my experience TKing the first web is unnecessary and maybe even harder than just doing normal grounded 214B. I also got it to work off DashC starter but not DashB XX 236A starter (last trap jump A followup whiffed). Edit: Ok, from max range 2B starter the TK web might be necessary. Edit 2: If you do the TK web and end up too close to do the DashC portion, you can swap in 5C instead. It's a little less damage and carry but it also seems slightly easier to land the last A web jump followup. Also, the DashB XX 236A starter works with 5C where it does not work with DashC, so it's like: Dash B XX 236A~4A, (dash) 5C XX 214B~A~A, 2C XX 236A~4A~A~A, 2B XX 236A~4A~A~A [2951 damage]
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Huh, you're right. I know I hadn't thought about it because I'm not a fan of how unsafe the move is on block. Here's some damage values for it: j.2C CS 5C XX 214B, j.B j.C j.6C, 4B XX [4]6A [3230] j.2C CS 5C XX 214B, j.B j.C j.6C, j.C j.6C, j.C j.B XX j.214B [3368] j.2C CS 5C XX 214B, j.B j.C j.6C, (walk forward) 5C 3C XX [4]6C [3727] Note: If your opponent is small or you land sorta far from them, the 5C might knock them too far away, so you could just go with 5B instead. Edit: I hadn't realized this, but j.2C land 236C seems to combo, at least on Linne, as long as you do the 236C ASAP: j.2C land 236C, j.A j.B j.C, DashB XX 214B, 3C (XX [4]6C) [3152 / 3714, both non-Vorpal numbers] Edit 2: Random combo thought for in or near the corner off non-CH 236A: 236A XX 623C, 2B 5C XX 214B, 3C, 2A 5B 5C 3C (XX 214C) [3954 / 4491]
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I could see an argument for ending certain combos that have already used their bounces/re-stands in 4B for that sort of thing every now and then as a gimmick, but in general I think comboing into 4B XX [4]6A to gain the corner is a far more threatening option. I also don't like ending in 360A after the 4B at all because it leaves you in the worst position of all for a very marginal damage increase. Also worth noting that the j.B j.C j.6C, j.C j.6C, j.C j.B XX j.214A ender has quite a bit of carry to it. I can't remember for certain and I can't test it right now but I think it also does more damage than the j.[C] dash 2B 5B 5C XX 236A route.
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I noticed some of the chain shift combos are less damage than the ones I posted previously (the 360A CS and corner j.214A CS ones), but this is still a really great resource, thank you.
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From what I understand, this game has some sort of crossup protection/prevention built into it, so I don't know if that setup does anything different than not crossing up at all. Also good thought on the dash 5A in the corner there. I've had a few times where I've done that corner combo and the 5A has just missed, and it didn't occur to me to dash into it.
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If you hit the command grab portion of the move on them, I noticed that dash 2C 5C XX 214B~B~A, 2B XX Rekkas does more damage at [2350 / 2890] than the jump cancel combo [2242 / 2782]. You can also opt to combo into 623X after for trap setups, which does 2706 damage if you do the first combo into XX 623C, DashC(8 hits) XX 214whatever..
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I forgot to post this yesterday, but I played around with these corner CS combos and here's what I got: 3C CS 5B XX 214A, 5A XX 214B, 3C, 2A 5B 5C XX 236A [3861] 3C CS 5C XX 214B, delay 6C, walk under 2C 3C XX 214C [4239] Note: If you want to spend 200 meter, you can just as easily do the midscreen 3C XX 214C CS combo. 360A CS 214A, 5A XX 214B, 5C 3C, 2A 5B 6C, nj.C j.B XX j.214B [2889] 360A CS 214B, 3C, 2A 5B 6C, dash under 2C 3C XX 214C [3439] 360C CS delay 214A, 5A XX 214B, 3C, 2A 5B 6C, nj.C j.B XX j.214B [3642] 360C CS 214B, 3C, 2A 5B 6C, dash under 2C 3C XX 214C [4184] Note: Waldstein cornered for the next two: 214C CS delay 214A, DashB XX 214B, 5C 3C, 2A 5B 6C, nj.C j.B XX j.214B [4203] 214C CS delay 214A, DashB XX 214B, 3C, 2A 5B 6C, dash under 2C 3C XX 214C [4750] j.214A/B CS 214A, DashB XX 214B, 5C 3C, 2A 5B 6C, nj.C j.B XX j.214B [4261] j.214A/B CS 214A, DashB XX 214B, 3C, 2A 5B 6C, dash under 2C 3C XX 214C [4754]
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[4]6A CS delay 5C 4B, 5A 5B XX 214B, j.B j.C j.6C, 2C 3C XX 214C is 3841 damage. Also, some of the combos I just posted are doing slightly damage on Waldstein than they did on Linne. Does this game have Guts or is something else weird going on?
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Also, GodPress asked about DashB combo damage last page. The wikia suggests this only works on CH but I've had no problem getting it to work on non-CH in training so I don't know what that's about: DashB XX 623B(2 hits) XX 236C, 214B, j.A j.B j.6C, j.C j.B XX j.214B [3353]