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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Wait, what? Who said that? Anyway, thinkin to the future... if 1/2/3HS keep their jump cancels on block, thats a lvl 4 move we get to do airdash pressure with. Also seems like a very strong oki tool since only 3 characters can actually backdash its 14 active frames (Sin, Slayer, and Pot). I'm just gettin excited. Testing out damage numbers the other day through RCing, we get ~180-190 damage from a 1HS jump cancel combo (reg jump loops since Im still unsure about j.236S being a combo tool).
  2. If you try to AA her, she has 0 reasons not to throw the pin though. I lose this MU way more often than I win vs a decent Millia. Is there some secret away around the pin?
  3. My issue with this fight is that float seems near useless unless you get on the offense. Even then, almost every one of her normals functions as some kinda AA. At neutral if I try to cover space with float, like 90% of the time she can dash forward into rising j.P and it beats whatever I try to do. The mixup I've learned is just part of the characte4 I have to deal with, but why does her neutral (read speed) so good? Dx
  4. Yeah. Task C is a special that puts you airborn, so I'm assuming it forces you to follow the rule of jump installs even though we can float after a sj.
  5. Anyone found any clever uses for ji Task C yrc? Tasc C YRC already can get you in on someone's face from full screen quite easily
  6. People taking their salt out on you by kicking you to get their runback :/ if you want 1v1s against someone at least let me do my round first
  7. We actually have stuff like this in the DFW area? Man, I'm so disconnected from everything around here
  8. As long as they slide down, chances are you can throw an A'. The A' seal is the biggest reason why I actually like our dust. Yeah, its slow and flashes red, but its safe on block and gives best oki. Also you can combo 5HS into dust through RRC, so if you've got your momentum and 50 meter, this doubles it. Would you guys say 2 seals for 50 meter is worth a single DV YRC?
  9. On CH dust you can do c.S>6P>c.S>236K>c.S>5HS>1HS>236HS for 139 damage on Ky. Take out the second c.S and it works on normal hit for 137. Or replace 6P with f.S and you get 139 Better yet, the head banger Dust>5PPP>236K>c.S>5HS>1HS>236HS
  10. Is it just me or does our dust sound pretty damn impressive as a meaty? 7 actives at neutral advantage means possibly gapless into 2K on block, plus a successful dust in the corner gets you an A' seal and B or C seal of your choice. Edit: thinking about all the task setups, should we have an oki thread?
  11. The biggest thing with hitboxes and not making sense is still the "I jumped out and airdashed behind you, but I got airgrabbed" magic trick.
  12. Does anyone else find this MU to be comparatively easier than the other top tier characters? I'm not saying its easy, especially when you get knocked down, but I feel I can do more at neutral without getting punished than against Millia, Faust, or Elphelt. I only say this after playing a guy skilled with both Millia and Zato, and he couldn't beat me with Zato but trashed me with Millia
  13. People still goin out? With this crazy weather I doubt I'll be able to go anywhere.
  14. What are some visual cues for our wakeup reversal timing, if any? And does being hit otg affect the wakeup speed?
  15. This kinda plays into people playing differently, but how do you guys get meter? I tend to spend a lot of time running or playing passively until I get a hit, but this of course gets you meter starved
  16. Glad that hadnt happened yet. My brake pads are needin some replacement so I don't gotta worry about missin some fun games. Is this place up there with the rest of you guys?
  17. Dont forget about IBing to get meter in general. Sometimes the sight of you IBing their blockstring makes them do somethin unsafe or makes their usual options punishable. Plus, DAA is a decent gtfo move
  18. If you manage to get a big enough gap, typically your best way to get out of the corner immediately is superjump>air task B. You might get punished depending on the character, but its better than being stuck in the corner for a lot of MUs
  19. I was wondering if we had any air grab resets. If it weren't for the lack of reward, I'd probably do it more often. I think the task seal would probably be more worthwhile than the 50 or so damage from an air grab. Also, I've been doin f.S>6HS as an anti-jump blockstring, but I feel I'm doin it wrong. Is f.S>2HS a better anti jump blockstring?
  20. Man... oh well, guess we can't stay reversal safe on everything lol
  21. Hey, what are you guys doin on after an airgrab? I can get it out, but I have no idea what to do afterwards
  22. Get use to 8 way airdash. Really good for mixup and pressure. Don't RC for damage unless you absolutely need a knockdown or for fixing/confirming off something unsafe (or the obvious kill combo). j.A and j.S are your main air to airs, j.K is a good jump-in and decent air to air. j.HS is an air to ground, and I typically only use it if they commit to blocking. j.D is an instant overhead. Not comboable without RC or a YRC'd DV A' or C. f.S would be your main long range poke, but be sure to cancel it into something, cuz its unsafe by itself. 2S is a long range, semi-low profiling, low attack. Its got a slightly slow startup, but one of Bedman's few normals that arent - on block. 1/2/3HS are zoning tools that are extremely unsafe to wiff, but have ridiculous active frames. c.S and 2K are your main pressure tools. 2K being a fast low, and c.S being neutral on block and being able to cancel it into many other normals, specials, or simply jump. 5HS vacuums, and can be used for some tricky mixups, but only if both hits hit (since only the second hit is jump cancellable). 2P is your fastest normal with good range. 5P is a situational AA and poke, with having a high hitting hitbox and being 6f. 6P has a huge hitbox with a lot of upper body invul, but be careful because Bedman's hitbox is still quite large. 2D is a typical sweep, -4, so not strictly safe bu4 has some pushback to make it hard to punish if uncancelled. Can be special cancelled into task A to make sure of that though. 6HS is a tricky move that can cross through the opponent, but is slow to start up and is highly unsafe on wiff. It has some strike invul before th3 active frames though, and can be special cancelled on block or hit into Task A for safety or combo. For specials, we get some good space control out of em and is where Bedman's unique olay style comes in. All specials leave DV seals. Using DV, you can re-activate that special without too much risk. Note though, that very few specials leave a DV seals on RC. Task A is your zoning tool. Its fast and easy to through out and can hit twice because of its return path. Its return path can be moderately controlled because it HAS to return to Bedman. It doesn't stay out on block or hit though, so be careful. Task A' follows all the same rules as Task A, but a slower startup and hits once. Once it hits, you teleport to the opponent and are at +9. Task B is a combo tool mostly, but can also be used as a movement tool. The air version is infinitely better than the ground version imo, so tking it is preferred. Also, the air version is one of the only moves that can be RC'd and leave a seal, but it will be either a red or purple RC since its after the actives end, so its very situational. Task C is a lot of things. It can be used as a situational AA, a mixup tool, and a combo ender, and... is safe on block as long as you dont land point blank. Air task C is neutral or plus, depending on how high up you are (max +3). Then theres DV. DV task A is rarely used, but it starts and returns to the dv seal rather than Bedman, so it can throw some people off. DV task A' is your go to way of getting a task A' off during pressure, which lets some really strong mixups start to work. j.D now leads to a strong combo, 6HS leads to some difficult to react to left-right mixups, task C can get cancelled before or after it hits overhead to make confusing high/low left/right mixups. Task B is massively plus on block and is good at keeping them blocking, thus making it easy to crank their RISC. Task C is really good space control and can keep them from jumping. Its also used in combos for j.D, which gets you some good damage. Your ODs are helios and hemijack, and their uses are simple. Helios is a reversal thats a tad on the slow sode, but is massively plus on block and gets you a short combo. Hemijack has really long startup and goes away if you are hit, but is completely unblockable and forces the opponent into dizzy status as long as they werent in hitstun when it hit.
  23. How do you think I feel, comin in all the way from Seagoville
  24. Also, there's the fact that if you have gdlk reactions, you can BS a BS which, so far, I've never seen utilized
  25. But j.D hits frequently. 6HS not so much lol. But yeah, I'd still say even with some bs proration, we should still be better of than before. Was really hoping for some more interesting hemijack setups.
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