Mebaro
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About Mebaro
- Birthday 11/25/1989
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Location
Japan - Tokyo
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counter hit 2/3hs is same as current version. 1/2/3hs is Jump-cancellable on hit and block. new 6hs: can cancel from 2/5/6p 5k but wont combo, its only special-cancellable on 2 first hits, not jump cancellable. nothing special on CH. TK Task A Prime on okizeme will crossup. good jump 3K combos? will 2k -> 5hs is not the problem, its 2hs losing its launch properties. i guess we have to stick with B&B and finish with task b or 2d as for 2p, did it changed?, it felt same to me. tried 2/3hs -> deja vu b but didnt combo. i did in the corner 1hs -> RC -> 6hs -> 5s -> 5hs -> task c.
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ggxrd rev2 2nd loketest report: im not sure what exactly changed. i didnt find any patch notes, but i feel like nothing changed from the 1st loketest. - 2/3hs air hit acts like the current version, so you still can do j.236hs -> 2hs -> 236HS - 2k to 5hs is still gone - didnt find any use for the new 6hs - air deja vu has long recovery, if you do it after normal jump you will land. feels really risky without YRC. - if you TK the air deja vu, you will lose your air momentum. if anyone wants me to try something, please tell me. the loketest will last for a week, plenty time to experiment.
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J.s cant combo with air deja vu b. It seems bedman mixups got weaker, and i feel the new tools helps him only in zoning and pressure,
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New 6hs is special cancelable only in 1st and 2nd hit. Can only gatling from 2/5p, 2/3hs: airborne hit will launch, i managed to do 6hs (4hits) RC 2hs.
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i think its the same gatlings as the old 6hs which is from 2/5p and 2k, i tried corner throw into new 6hs but its too slow. but feels a bit faster than the old 6hs. i tried 2hs -> deja vu task c in the corner but didnt combo, 2hs -> tack b also didnt combo. 2/3hs still launch on counterhit, but its not a knockdown anymore well at least not the mortal counterhit.
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I just tried rev 2 bedman, heres my impressions: - 2hs and 3hs: this nerf is brutal, wont luanch opponent. Basically any combo involves 2/3hs is gone. - air deja vu: this needs more research, but so far is underwhelming. - new 6hs: its 2 hits(can be extended to 4 hits) with forward momentum, special cancel-able. Replacing the old 6hs with this feels like a nerf. No 2k into 5hs: this is also a huge nerf. Things not looking too good for bedman, atleast hes not dea‥
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patch notes for rev 2 location test got released, heres what i understood: - front dash: travel faster and smaller hurtbox, theres also something about stiffness? backdash and crouch guard: smaller hurtbox? - 2k -> 5hs is gone (ouch) - 2hs and 3hs: changed into normal hit? - j.p: bigger hurtbox - air throw can combo after rc - 6hs: changed into a new move - DEJA-VU IN THE AIR!!!!!
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Hello fellow bedman players, im looking to level up my bedman game, we all now bedman has a lot of setups, I was wondering which setups everyone is having most success with, i mean like a setups you often use and people fall for it, for me is the following: MIDSCREEN: -After Task B: 25% tension --> déjà vu task B YRC -->jump forward (cross-up) -After Task C: déjà vu task c --> cross up 6H --> do nothing (blitz shield bait) --> air task A’ (if opponent is far) -After Throw: 50% tension --> TK task B then instant overhead CORNER: -After Task C: déjà vu task c --> jump back air task A’ --> jump back delayed air task A’ (for shoryuken characters) These setups works the most for me, very basic, but enough to confuse the opponent.
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That will be crazy broken XD. but yeah i meant forward dash cancel not faultless defense cancel
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Now you've mention it. Taka was doing FDC (forward dash cancel) J.2K i think he was testing that. So yes i can confirm that
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oh you are correct, sorry for the mistake in other news, i read a comment in twitter that said 2hs --> pile bunker is strong, no idea if thats true
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about CH p pilebunker,in mid screen, taka tried c.s but f.s came out, tried 5HS it connects but the opponent is too far for an air combo. it looks comboable in the corner, but didnt see anyone try it, so cant confirm on that
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i went to the location test, even though i didnt play i was watching taka play, and here what i got 2hs range is longer: taka was using it to kill eddie behind the drill CH P pilebunker: taka was struggling to get a combo from it k pilebunker wall stick: taka did bnb->RC-> k pilebunker-> wall stick -> 6hs p pile dandy HS: can do combo on may Ch 6p: taka tried to do IAD j,hs but didnt connect, it looked like he was late on IAD but idk if it actually works
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[Xrd] News & (Theoretical) Gameplay Discussion
Mebaro replied to Shinjin's topic in Guilty Gear General
i got a chance to play both sin and EL at TGS and heres what i remember Sin: you can cancel special moves into special moves if you have food? meter, i don't know if moves needs to be in specific order 236HS: can be charged for a long time, i don't know what happens if it hits fully charged RTL: you control the direction of last 2 hits Instant kill: you can see part of it in the trailer where he pins down sol with his flag EL: you can switch between shotgun and rifle shotgun stance: you cant jump in this stance, her dust animation changes and doesn't have that dust particle effect, not sure if still act as dust because i didnt land a hit with it Rifle stance: pressing D goes to normal stance and pressing i think (S,HS) shots the rifle, i dont know if they are different the cake super is 236236D -
here's some matches of my slayer, nothing fancy but it shows some stuff http://www.youtube.com/watch?v=gvO3RnYdwZ0 http://www.youtube.com/watch?v=siL8wP9qqc4 http://www.youtube.com/watch?v=zx0FmBx7phA http://www.youtube.com/watch?v=XDHOh0JnneA