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GcYoshi13
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Johnny might be disadvantageous, but we to test this and I have to be more familiar with him. So far I think Bedman has solid tools to stall Johnny and he has troubles with some of Bedman's zoning tools (like 2H and DejaVus). Jack-O is probably going to be slightly in Bedman's favor. He has a lot of good answers and he mostly has to just watch out for her barrier cooldown and S house. Task A' oki are not good against her when she's knocked down because minions can easily interrupt that. Jam is interesting because her jH is ridiculously good. She has some very strong air-to-air options and she's fast. This could be surprisingly annoying.
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In Xrd Sign yes, but I'm concerned about this working on revelator since a lot of the Dust combos are different.
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GcYoshi13 reacted to a post in a topic:
[CF] Arakune Q&A/FAQ Thread
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This doesn't work because 1H doesn't launch off of midscreen dust.
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There are some basic alternatives, but since dust combos consider hitstun proration considerably more now, 5D combos after Helios that worked in Sign, now fail in Revelator (such as doing 6P, cS, Task A' after Helios->5D). 5D starter, I just do 6P, cS, Task A' now to get the cross-up Task A'. Still need to figure out what everyone else is doing or come up with some stuff.
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You can get two j.Hs, but the timing is tight. It'd look like Helious, 5D, 6, 886 j.H, 886 j.H, fS, 2H, tk Task B. Also the j.H off of 5D no longer works in Revelator due to the long windup of the dash animation after 5D. We'll have to find new routes that can circumvent guts.
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relatively low air Task C also combos off of 1/2/3H, but practically speaking, you are correct.
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No real changes, but maybe Venom is a bit higher and more difficult than I think he is. The top 3 problematic characters are still Millia, Chipp, and Elphelt. The ground based playstyle helps a lot against his problematic match-ups.
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Maybe, air task C combos are very fickle on height. You could probably do an air jK, air dash down forward, jS, ground Task C extension though.
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I haven't seen many uses for Task C YRC to get in yet and all in all, it doesn't seem like a good way to use meter for a shoddy jump-in. You can't air dash unless you jump installed prior. 3H confirms are generally just jump forward j.S, Task B. There are more optimal confirms depending on the distance and characters. Sometimes you can do jS, air dash forward, jS Task B. If it counter hits, you can air dash forward and FD brake your air dash to get momentum and get a 2P,cS Task C before they land. Remember that they have to be grounded if they get hit by CH 3H, because being CH in the air by 3H is techable.
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I do think there's potential of f.S, TK Task B YRC, and mixing it up with empty low, or a variation of highs. You can even do the tricky j.P, air dash forward, jK.
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cS, 5H(2), 1H, super jump forward, float, 3, jP, Task C (ground), 2P, cS, Task C
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Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
Correct. An overhead or low can be part of a blockstring, but they will still have to change their switch their block to successfully block it. The general rule of mid block strings is that you can let go of the controller and still be blocking after you blocked correctly the first time. Yes. If we want to be absolutely technical, the 50/50 can be switch blocked since 2D and jD have a 3 frame difference, allowing you to technically OS or switch block it (basically the opponent rolls their directional inputs at the right time to guard both attacks). Practically speaking, it's pretty much a 50/50. It's true block strings if they don't IB the second hit of 5H (because it's 16 frames of blockstun, which will allow those moves to contact the opponent before they can exit blockstun). 1H is safe because it's jump and special cancelable. Also 1H is a lvl 4 move and has 18 (14 on IB) frames of blockstun. FD adds to blockstun, so if you react to it to the FD, you can probably push for more interesting frame traps, but 5H is a special case. They have specifically FD the second hit. If they FD the first hit, the second hit of 5H is guaranteed to whiff. You have the right idea for pretty much everything. -
Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
Correct. The only thing that will still be a blockstring after the opponent IBs 5H would be 2D. Also Task C technically. -
Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
I had some fun with that. -
What about meaty-ing with 2P? Will the two exceptions work then?