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Everything posted by NecroTheReaper
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I'm starting to see people come in with stealth buffs... where do we go to see ours? Dx
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Do we teleport when someone BS's 236K? I didn't think we did, so it seems like our projectile Oki is still good if that's the case.
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Decent changes, but nothing too big yet. Oh well, we got a while. Really hoping for some seal changes, in the form of can't blow them up or can now YRC right after the start-up to place a seal. Or someone brought up an interesting idea to make his dashes faster, but that sounds unlikely
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Also, no reason to not always use some throw OS. Like every time. You whiffed a lot of 6HS's, so if people start noticing that you're not OSing it, they could just start neutral jumping and punish you with a falling normal. Plus, use some seals every now and then. You'd have them block a 2D that pushed you pretty far out with a seal set and not use it.
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Huh...is that grab>tk task B wiff a safe Oki setup in the same match?
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
His air normals are good enough, but not particularly overwhelming. From what I've played, there is no "press x and win" button, but j.P and j.S are good air to airs, while j.K and j.HS are good air to ground moves. j.D is only really good for instant overhead, but can be used for some gimmicky air dash pressure. It just takes time. Some people say it's easier to get the hold the direction for the dash, but imo you should only ever use dust in the corner since Bedman's midscreen dust combos don't get him a lot. You could try doing j.P though before the j.S -
Axl I don't have an issue with just because even though he's a zoner, he's gonna wanna get in. And when he does... he's just not scary imo. Because we have at least a 5f jab, he can't really reset pressure safely since I think his fastest move is 7f. I've lost to better players, obviously, but Axl just doesn't feel very hard imo. My issue is... pretty much all the S tiers. Millia, Faust, Ram, Zato... definitely a good Elphelt. Too many tools to counter-zone Bedman because of either being tiny or controlling more space. Also have some issues with Sol and Ky, but... those are just simple, well made characters.
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I just have a bad time trying to set up a 214S without being mashed on actually. Cant seem to get far enough away to where I still hit meaty outside of their range but close enough that making them block 214S accomplished something
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
This combo is almost universal and leaves you in a MUUUUUCH better position throw>5K>f.S>j.S>6j.S>c.S>236HS You can vary it from person to person, on Millia and Elph (maybe a few others), take out the f.S. got about 125 damage on Sol I think -
Speaking of OTG, I personally find any kind of oki after a 236S kd without a YRC is very unsafe. Would OTG 2K>236P/214S be any safer?
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Its an overhead that causes stagger on standing block, so essentially unblockable. Luckily its slow enough to be mashed on or backdashed away from, but it does have quite a lot of range.
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
I'd say go for oki. Lots of untech time on grab means you can do a tk236K out of dp range and hit meaty with a seal out. -
Anyone have any estimates on how soon the lower invul on 5K kicks in? This seems like the most important aspect of 5K, and I feel like I'd use it more if I knew how safe it was. Especially with how reliant we can be on stagger pressure
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If you manage to knock her down and she feels like goin for reversal super, safejump j.S hits meaty, but strangely enough you cam 2P her after the superflash and it'll CH. Her super doesn't have a lot of invul does it?
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If you fight a Leo that likes to 5HS>6HS, you can grab him out of it from most ranges. Can also grab him out of rekkas if you IB, but the second one will actually cross you up if you IB it, where it normally wouldn't. I think backdashing out of stance oki midscreen should work ok since all his moves seem to be lacking in range there.
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I fought a Chipp today, and he beat me by mostly stuffing everything I did at neutral with Alpha Blade. I tried blocking both it, and its followup, but he's too far away and too fast to ever pin him down. Is there anything we can do to punish alpha blade?
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Well, first thing I can think of is we can 6P, 2P, or air grab a lot of his close up pressure. Sparrowhawk isnt very good in general imo, but if you try it, dashing or sj.236S are easy methods of getting close and punishing. Its mostly because his moves are full of hurtboxes, at least thats my view on it. I thought that was the reason he wasnt doin so well in general was because of his massively extended hurtbox during his zoning moves.
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What do I do to not look like an idiot after eating Alpha Blade's to death?
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There's no reason not to delay it though, as long as your in position to do what you want when they wake up. Also gotta take into consideration the variable wakeup times in GG. I've been doin this a lot lately, is there a pro-con list of doing safejump j.S after a 2D KD instead of Task B? I've really been liking j.S safejumo lately
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I never knew youtube comments got this outta hand. This dude isnt offering anything good to the discussion though, so that's grounds to complain right? xD Bedman that bad, eh? I mean, I don't disagree, but it does make me feel good about myself. Honestly Axl seems a bit high from how I've played, cuz it seems so easy to hit him out of anything.
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Off of task C knockdown, you could do a safejump j.S which I've found to be pretty good. Could also do meaty 2K since it has 6 active frames, getting you up to +3. Also, j.K has a bit of a wide hitbox, so it can cross up, but I don't know exactly how to incorporate that into oki. If we could get a crossup j.K safejump that'd be real nice midscreen.
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He screws up combos just as much as he lets some be easier. His size and weight I don't find to really be an issue. My personal issues are that you cant YRC to set up task seals, task seals being able to be destroyed, his projectile not staying out on block, very few combo paths (including not being able to combo into sweep from f.S or 2S), and of course all of his moves being neutral or worse on block. Biggest issues though are the ones with the seals. They're all kinda bad or worse on block, but in order to play neutral you need em out. If you get one out, anything in the game can destroy it. Why can't you destroy Ram's swords or Ky's DC seals? Task seals already have a time limit, so I think making them destructible was just the dev's being a bit afraid of him being too much, which I honestly dont find to be the case. Now everything I said is my opinion based on my experience, so its only really applicable at intermediate levels of play. Disagree or not its just my issues lol
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I honestly only eat DP's after screwing up teching... I still hate mash to tech. What do you do about SE happy Ky's though, cuz dash through is not a real safe option considering Ky's pressure is still good?
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This fight is so simple... yet I lose it more often than not. We even have the pro of screwing up his combo paths and I can't get it right. Though, mostly my issue is his zoning. I get if he tries to do a HS SE to zone that this is easily killed with a 3HS, but aerial SE combimed with regular seems to kill me. Also air to air is a bitch vs him... but so far I just derp against his zoning
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
Grabs, IOH, and crossups. Bedman doesn't have a whole lot, but his grab game is very rewarding with a lot of untech and even being comboable for solid damage in the corner.