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Mebaro

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Everything posted by Mebaro

  1. 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.
  2. 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.
  3. 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,
  4. 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.
  5. 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.
  6. 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‥
  7. 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!!!!!
  8. 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.
  9. That will be crazy broken XD. but yeah i meant forward dash cancel not faultless defense cancel
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. i think that was blitz shield (S+HS) ur right i managed to do 5D (6) -> c.S -> f.S -> 5HS -> 2HS -> 5P -> j.P -> air combo
  17. 2K: can gatling to 6P and 5D 2HS: 5HS -> 2HS has no push back u can in the corner 2HS -> (5P or c.S) -> j.P -> air combo
  18. i think u can if did just 2HS in the corner, i dont think (2S,5HS) -> 2HS -> 5P will work i will try tomorrow and see
  19. 5D (6):corner 5D (6) -> c.S -> f.S -> IAD j.HS -> land c.S -> f.S -> c.S -> f.S -> mappa 6K: could not yet combo to anything without meter FDC(6) bite: looks funny biting someone in the corner mid screen 6P: go under projectiles (or atleast ky's coconut) 2K: it seems i can only do 2D or spacial from it 2HS: still yet to follow it up with anything
  20. new infos: - Helter Skelter (dandy HS follow up): forced crouch on hit, can combo into j.HS u can do Helter Skelter -> j.HS -> j.D -> land 5K-> mappa (works on all but zato - faust - may - i-no) -5D (6): corner 5D (6) -> c.S -> f.S -> 6HS -> PB also 5K -> 6HS -> PB is possible but c.S -> f.S -> 5K -> 6HS is not possible corner 5D (6) -> c.S -> f.S -> P dandy crosswise -> air combo 2HS: 5HS -> 2HS i dont think u can do anything after without meter either u RC or DOT 236K -> 5HS -> 2HS will whiff Bite: Bite -> 5K doesnt combo Bite set ups: 5K -> 6HS (YRC) -> Bite will work but if u hit far 5K u have to FDC bite but a more amazing setup is 5K-> delayed mappa (YRC) -> bite Dandy S (S,SH) follow up: its force crouch on hit but it wont combo with anything it will combo yes u want to combo Eternal Wings to IK? like Eternal Wings (RC) -> IK mode -> IK?
  21. I played xrd today, and heres some stuff I found: - Undertow: no armor - unblockble - j.2K: u can do 8 or more j.2K in the air, I think u can go from corner to corner with it - instant j.2K: hits standing opponent, saw someone do: j.2K -> j.S(2hits) -> land -> 5P -> air combo(be he drops it) - CH j.HS: doesnt bounce on ground hit (not sure about air) - 6[6] jc:it will carry the momentum, it covers long distance with just normal jump (not sure if u can superjump) - f.S: someone blitz shielded f.S, I think theres a gap between c.S ->f.S - Crosswise Heel: I did a 40-45% combo from it but u have to be very close to the opponent Crosswise -> 5HS -> j.K -> j.S(1hit) -> J.2K -> j.K -> jc.K -> j.D -> footloose (I did this combo on sol and pot and it seems I cant do it on bedman) - YRC: dandy and mappa has it i might go to play tommorow,so if anyone want me to check on something let me know
  22. oh sorry i meant 2S into air combo not hard, u can also link cS into 2D or 2K but not sure if u can do anything after 2K
  23. As for valentine She got to 2 small creatures (like GGX2's valentine's bloon creature) one is black and the other is white, each of them hold a giant sword, her dash is like azreal from bbCP, she can send her swords and put them in different positions. I think u can control each of them separately, u can send both and go into no sword mode or something not sure what happens to her moves when she has 1 or no swords. I think she's similar to BB's litchi. . She's the final boss for sol and ky, in their ending u see in a fight intro fashion sol and ky standing in front of her both of them in fighting stance, and behind them is SIN and he's also in fighting stance, he looks the same as in GGX2:overture.
  24. I went to the location test, here's some info but i might be wrong or I got the wrong idea so sorry in advance if i was mistaken, I only played with slayer and heres my findings. -he has 2 front dashes: normal dash and longer dash (hold the second 6) I felt the long dash has a longer recovery - dandy HS follow up: forced crouch on clean hit. launches on counter hit, if done near crouched opponent it will go over them and crosses them (not sure if it will cross with standing opponent) u can do it early if u don’t want to cross it, after the hit u will be on airborne state, it seems I cant combo anything after clean hit but somehow just once I combed into j.HS on bedman, I tried many times but no result -I cant do any of AC or +R links. -6K: I didn’t mange to combo into something. -bite: I think the loop is gone, u can RC it though -j.D: knockdowns on air hit just like AC+R -5K: u can do 5K -> 6HS it doesn't combo but I think it combos on crouched opponents or maybe 5K was a counter I'm not sure of this -combos: i just did some basic combos nothing fancy c.S -> F.S -> c.S -> 2D (RC) -> P dandy K -> 2S into air combo air combo:1- j.K -> J.S -> J.K -> jc.K -> J.S -> j.D 2-j.k -> j.6K -> j.K -> jc.K -> j.D -> 214 K -Instant kill: same old IK but the start up animation is his 5D -Story: (I know very basic Japanese so I might be wrong) intro was slayer talking to his wife while reading a latter, he mentions ZATO-1 and I think his looking for him, last boss is ZATO-1, This is all I remember for slayer.
  25. if you do 66 you will get the normal dash but if you do 6[6] you get the longer one sorry i should have explained it better
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