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Everything posted by GcYoshi13
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- Numerous times you did red RC after Task C into 5H-> Task C. Don't red RC your combos after Task C, unless you know it'll carry them in the corner. It doesn't add a lot of damage to your combos. Your tension is very valuable for yellow RCs with DV after knockdowns. That's a better investment. - Leo is heavily ground based. You don't need to jump so high to throw Task As. Use the ball to cover the ground to force Leo in the air so you can anti-air him. You seldom used 6P to anti-air, which is Bedman's best normal arguably. - Your oki is a bit too fair. If you're worried about his wake-up DP, a good set-up after a Task C combo is DV Task C, empty jump forward (hold FD), and go for low. Remember that Leo's DP is likely to hit twice, and you must FD both hits. Not much to say otherwise. I personally like to air dash forward more with j.S or j.K in neutral rather than just jump and do j.S. That's how I play neutral though.
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I don't think missing your head actually means anything. His jabs somehow still hit just as far (from what I've seen and tested) and you can still do DV moves. From what I've just tested right now, you can only have one of either Dejavu Task A or A' and one of either Dejavu Task B (both ground and air) or Task C (both ground and air). In other words, you can't cast a Dejavu Task B and then dejavu Task C right aftewards. You have to wait until Dejavu Task B is finished. The same applies vice versa.
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Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
It'd be so broke lol. -
Once people know that it can also be thrown after the overdrive flash, I think it may lose even more niche. It's still a very good overdrive regardless, but you have to watch your opponent and use it as a callout mostly. Also, Happy Holidays.
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Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
YRC+Task A' dejavu is immensely powerful. Doing Dejavu Task A' by itself and following up with an action requires Task A' to be set further away. Replaying the dejavu is fast, but not fast enough. YRCing the Task A' dejavu allows you to do something simple like cross up 6H on opponent's wake-up and having the dejavu hit the opponent from behind. If the cross up 6H, everything can combo, but if it doesn't hit, you can still mix them up with the cross up 2k after the ball teleports you. -
Also note that some character's take longer to wake up than others according to the wiki.
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I think you're always capable of blocking after the dash. I tested this with Millia's c.L rapid fire. Bedman could 100% throw her or block. I also tested this with Ram's boomerang overdrive thing. I could teleport to the other side and block still.
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Learn her strings first. I made a one note in the past when I was trying to figure her out. I'll copy pasta here. General rule of thumb: All of her chains are negative for the most part. The only ones that are not are the overhead ones. DO NOT CHALLENGE THE FOLLOW UP ON HER OVERHEAD. Overhead chains will never be combo'd into The ones that ends on the low slide kick is -12. That one is heavily punishable. Her launcher kick (4K) will never be combo'd into. It's also very unsafe (-24) All standing strings cannot lead into a low. If you see her start with a standing attack, you only need to block high. She has 4 options from crouching that will lead to low, but the only one that will lead into an overhead is off of a 2K starter. Strings that lead into overhead: K,P,P (straight kick, forward slash, overhead). Note that in this chain, nothing combos. Cannot mash out of it. Instant blocking then mashing will result in CH. Can parry at any point. 2K,P,P(low kick, rising slash, overhead) Strings that lead into low: 2K,P,K (low kick, rising slash, slide kick). This chain combos. 2P, K (Low slap, one rotation sweep kick). This is the only chain that uses this rotation sweep kick. Will stagger. 2P,P,K(low slap, rising slash, slide kick). 2K,K (low kick, double rotation kick). This chain knocks down. Only use of double rotation kick. You can Blitz Shield in between strings.
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Ah yeah got them mixed up, but that was very helpful. Thank you.
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Is Hemi Jack (the ringing overdrive) invincible on frame 1? I feel like I'm doing the input correctly, but whenever I need to do it (either on wake-up or in between obvious gaps in block strings), it just never comes out. The Frame data said it had like 7 or 8 frames of start-up so I'm wondering if Bedman can be hit before the super flash comes out or something.
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haha yeah. I don't think it'd be good as an instant overhead (it's not even instant). We have jump Dust for that.
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Hitting with Task C at the peak of your high jump will cause the Task C to bounce your opponent high enough for close S to hit without it being an otg. Just watch the sample/demo combo they do for that lol.
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Here's my day 1 combos, I need to look at this thread more as I made this video without peaking here yet. I'll post notations later. http://youtu.be/kutebcrCzHk
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I know I'm late but I finished the video explaining this (even though we know mostly everything about it thanks to Justice) Elaborated on what it is, how to do it, and why and how you should use it. https://www.youtube.com/watch?v=sM0LdAI6F1M&feature=youtu.be
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This makes a lot of sense now. Reading the code also helped clarify how this "bug" worked. This is more of an oversight than a bug at this point.
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Can you provide a source? I don't think it's that easy to simply check the code. It feels too inconsistent and finicky to be a feature, granted this whole canceling thing is weird as hell still. The weird GRD requirements make little sense.
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Byakuyas fully charged force function is cancel-able before the active frames come out. He somehow can cancel into any of his web follow ups(his options after he jumps after he sets the web) Not only is he somehow canceling his FF, but he's bypassing his rekkas an is just doing the last version which is mad weird. Right now, the requirements and timing to do this is very strict.
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Yes. Literally a double overhead. You can air web too.
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Yeah the timing is strict. I don't entirely know the exact requirements to begin being able to do this. The conditions that worked for me were: - Having at least one bar of GRD. - In Vorpal State. I also heard it can be done if you're in Veil Out.
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I figured out it works and how to replicate it for the most part thanks to a friend translating Japanese and the Japanese UNIEL boards discussing this. I'll make a video later tonight.
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http://www.nicovideo.jp/watch/sm24289555 japanese Byakuya combo video. There's some weird tech going on here where the Byakuya player is doing a charged move (it looks like charged Force Function) and somehow doing a jump follow up from 214A/B/C+A/B/C without doing the web or jump. Can anyone explain this? This could be very strong for Byakuya neutral as it allows him to set up ground web quickly or go for quick overheads.
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The frame data on page 2/4 says it's 7frames for 5A/2A and 10 for 2B. That is one frame more than the ones you posted. I heard hit occurs 1 frame before hitspark is shown. Which one is the correct one?
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Definitely agree with this. At least not all of them should be costing the same amount of GRD
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I noticed in the front page that among the notable players, Notsu was not mentioned. Here's footage of him. He's easily the best Akatsuki I've seen. His fundamentals are atrociously good. https://www.youtube.com/watch?v=AIji3OF0xPg Enjoy.
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I just delay my strings, that's it really. Surprisingly effective though and his normals have good reach to allow it.