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Verimeloni

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Everything posted by Verimeloni

  1. https://www.youtube.com/watch?v=5mCoVuNRnco
  2. 2 seal corner throw combo, variation 1: throw f.s 9j.k 2j.p j.236s 2p c.s 5hs(1) 236hs ~100dmg / works on sol, ky (omit the last 5hs), slayer, chipp variation 2 (1 difference :p): throw f.s 9j.k 3j.p j.236s 2p c.s 5hs(1) 236hs ~100dmg / works on venom, may, axl, elphelt I got it work on millia as well but it was stupidly tight
  3. on Elphelt in the corner: c.s/2k 5hs(2) 1hs j.s j.236s c.s 5hs(2) 236h this character's hurtbox doesn't have legs
  4. on elphelt (from starting point) you can do c.s 5hs(1) 1hs j.s j.236s 2p c.s 236hs for carry, 2 seals & ~170dmg, haven't got a fullscreen variation atm
  5. https://www.youtube.com/channel/UCLYyeLt2QrX7rEueppSa0Ew lots of bedman videos...in japanese
  6. How do you input 886 fd j.k crossup? I can't seem to do it fast enough :/
  7. In my opinion again Bedman vs Zato should be closer to even because how drills lose their effectiveness in this mu. Bedman can dash into them or poke with 2/3hs from a distance. Dashing into a drill and teleporting behind Zato can really screw up his Eddie-game. Both characters lack reversals so maybe in this mu the first to take the lead -mentality would be more plausible. Both characters essentially have a pressure game that's limited by time, djv icons and Eddie-meter respectively, so "blocking better/smarter" is a legit pointer. While Zato-1 doesn't need to setup Eddie in such a way as Bedman has to setup icons, Bedman's got higher defense and he's heavier making comboing him harder than lighter characters (in matches you see nobirus hitting otg instead of relifting etc.) Overall Bedman's just got better tools to fight him than let's say Slayer.
  8. IMO: I'd say Sin mu is in Bedman's favor, he doesn't have very good mixups and Bedman is one of the few who can punish eating at fullscreen. Plus Sin's an easy character to combo (except corner dust but you can just omit task a' and it'll work) while he needs many workarounds to combo Bedman effectively. I have a friend Sin main who tells me all the time how his normal combos don't work on Bedman. "Whoever gets their turn first" -mentality doesn't really fit him well because how his calorie gauge works and he has to either sacrifice momentum or meter if he can't open you up. His slide is + on normal block but on IB it's - so with practice you can punish auto-pilot blockstrings. Beak Driver is annoying but it doesn't shut Bedman down. While it eats projectiles 2/3hs beats it if you can space it to whiff. Sin doesn't gain much from his throw (without meter at least) so risking 6hs on oki isn't a huge wager either since Sin is not an oki heavy character. He's got damage and range but Bedman's got his airdash to move around him.
  9. Supreme mastery of his command air dash
  10. I'm not following, please demonstrate
  11. if I understood correctly at least with those setups I'm afraid you can't, yrc + hemi takes 75% tension
  12. can you demonstrate in a video?
  13. okay, TagAnarchy showed me the task a' hemijack thingy and I tried to make something up. the opponent can just mash pppp to get out, there are big gaps in these but I think if you can condition the opponent to not try silly stuff during your oki / momentum this could work (the teleporting will probably make their head spin). if you think you could improve these in anyway please share your thoughts.
  14. If task a' djv is basically all you need, shouldn't a double seal dust combo suffice?
  15. @TagAnarchy: be sure to record a vod 'cause I'll probably be sleeping during your stream due to 9h time difference lol
  16. Could you put together a stream and explain it live?
  17. for optimized (?) combos the damage seems average at best, given his short range I'd imagine he can deal more than little over 3k at best dunno
  18. if you're in the air you can do j.236s yrc to get across the screen quickly his air movement is tricky to learn, it takes time get accustomed to inputting 8 every now and then. (to be honest I tried to play bedman in xrd 1.0 but gave up 'cause I just couldn't figure out his air dash, I play him now 'cause they made it easier in the patch) canceling his air normals with his command dash and connecting a new normal is sorta like a link, you shouldn't mash them. they just require practice, j.p j.k and j.s all have a slightly different timing where you can cancel them. if it's your weak area you know that's something you've got to practice to improve your overall game. you can practice them by starting from easy air combos and then moving on to more difficult ones: midsreen: throw rrc 6p c.s 9j.p j.s jc.9 j.p j.s j.236s (very basic, can setup an air throw tech situation in the corner with correct height. you can spice this one up by replacing j.p j.s with j.k j.s or j.p j.k) corner: throw f.s 9j.k j.s jc.3 j.s 236hs (basic corner throw combo, when you've got the hang of this you can practice the more advanced versions which have more reps of j.s) on potemkin & bedman midscreen: c.s 5hs(2) 1hs 9j.s jc.3 j.s (6p) 236hs (again pretty basic, 9j.s 3j.s isn't hard) on medium weight characters (sol chipp etc.) midscreen: c.s 5hs(2) 1hs 9sj. j.k jc.3 j.s 236hs (2p c.s 9j.p j.236s) (this is a bit harder already, air dash canceling from j.k might seem impossible at first but remember, it's a link, you just have to practice the timing) well this post got long, I hope I could be of any assistance
  19. Sounds awesome, can't wait
  20. http://www.nicovideo.jp/watch/sm27033290 some pretty cool stuff
  21. Does anybody have any hemijack setups to share? I tried toying with midscreen c.s 5hs 1hs sj.k 3j.s 236hs 2p c.s j.p j.236s to find if there's any potential to setup corner hemijack but didn't really get anywhere, it feels like there's barely any stop frames during superflash
  22. I'm quite fearful that SMP removal will be compensated by lower p2 values. Also by the series' nature of shortening combos in every iteration I don't think we'll see notable differences in his good/optimal combos. 5D RC 2C 6D or 5D RC 2C 5P TC Valiant seems possible now. Full Spartan
  23. made you guys a dustloop video
  24. the sound ques in challenge mode might help, experiment
  25. 1) 6B nets you more damage and reps, although you might want use 5C when travelling from corner to the other. 6B's short range might cause it to whiff if 236D doesn't hit at close range. 2) 5B & 5A also work, even though they don't have head invul. especially 5B usually trades in azrael's favor. you can also try throwing out rising j.As 'cause they're fast and j.Cs 'cause on CH the opponent can't tech until they touch the ground. In these matchups you must make your opportunities count, once you catch them try to lock them down. 3) just practice, they get easier over time. just don't mash, you just have to learn the timings. there's a certain rhytm to it, try practicing 5A > 5A > 5A and 5A > 2A > 5A and 5A > 5B > 2C. TCL > 5B in the corner is a bit tight and (I'm not sure someone correct me) might be starter spesific, so try learning TCL > 5A > j.ABC > j.D first and then develop it further with 5B and 2C.
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