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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Yeah, that's true... I just have a hard time loading up the wiki that fast. But lookin through that... we have quite the impressive air throw range.
  2. So 11 outta 17 we can space for win. I like those odds. Btw, where was it in the frame data? I looked all over and couldn't find it Dx
  3. Anyone know comparatively how good Bedman's throw range? Otherwise worded as who do we outrange with throws?
  4. Its not that they're singling out 6HS, judt the system in general has it set that way. I think the only other issues with it are the hitbox not actually crossing up before you get all the way through the opponent, which is why it works point blank.
  5. Using Bedman's dash that way I can see being useful in fake safejump setups where the opponent has been conditioned. Now you can hit a bit higher and go into forward dash for mixup on oki after a baited DP. Also note, any move that ends in KD can lead into a safejump. I personally like to use j.S because of its big hitbox and blockstun. Be careful with 236S though... as I said when experimenting with safejumps, 236S safejumps behave weird in that they clash with almost every DP. You don't get punished, but its not necessarily in your favor either.
  6. Everyone's entitled to their own self importance, dont judge xP xD. Also, maybe the reason why 6HS doesn't crossup ubless point blank bas to do with where the actual hitbox comes into contact with them? I dunno, but I mean 236K is weird in that way too, so somethin else bein strange that way doesnt seem too out there. Someone was talkin about pressure options lacking other than j.KPP. I'm just gonna say, after playing at locals and having people explain to me how gdlk Bedman's throw game is, that you can stagger and make people fear throw pretty easily. Especially with any move within the c.S range. A few notes after playing a few other Bedman's. These are without seals placed since that's where things get tough xx>2S>2HS>236P -good for building distance and making them respect you, obviously stronger with 25 meter, cuz you can now magically use almost any task move to move back in. xx>866>j.KPP -strong string into a grab setup, but very little blockstun so can be disrespected. Can cancel the last j.P into j.236P to safely get out of grab range I think. xx>866>j.KS -string meant almost exclusively for ensuring your chance at pressuring people without a DP. Pretty good blockstun, can cancel into most of any move without too much worry. xx>8236P -simply throw people off trying to AA or DP you. More ambiguous if you don't TK it since it looks like more jump pressure, and can be YRC'd. Nice xx>889>j.PxN -try to bring people jumping out back down. Depending on their jump, maybe j.K too since it reverse gatlings xx>889>j.236HS -bedslam. Pretty good reward if blocked or punishing an AA, depending on height you can be at +3 with a shiny new task C seal xx>2K/c.S>walk forward>6K/S+HS -tick setup, 2K is fast with good range and not terrible on block and c.S has a good hitbox with good gatlings afterward while being neutral on block. These are things I've personally been using with success against respecting opponents. Lots of options, not gonna say they're perfect, but pretty good by comparison. If someone wants to say something is bad or ill advised, I'm all ears. We're Bedman players here.
  7. If the average netplayer is a mashy person that has to press a button every second they're not getting hit, I can see that. But then you can just make them eat frametraps out of f.S>2HS and stuff. So what do you people think of using 5HS>tk j.236S RRC for extended pressure use. It has a gap, but not one big enough to jump out of or mash, so they'd be forced to DP if they got one. I like this because you RC after the third hit, get a seal, hit j.K while falling out of j.236S, and now have them in blockstun with a task B seal.
  8. That may be, but its still your attempt at offense, and then you have TRM setups in BB that you can do for people expecting an air grab reset But... you're entire argument was "maybe you'll miss that first frame that people are fishing for if you mash to tech". Saying that its completely random as to what actual frame you wake up, thus they cant just OS it. But in these situations, you deserve to be caught if you're mashing tech. Otherwise, no one wises up and is like "hmm... I better just eat the combo". This is a risk-reward moment the defender has control over. They might intentionally tech into the reset under the basis that they be put in a better situation (I can only see thid being useful for characters who can end air juggles into a KD setup, IE Elphelt). Dont discount a player's ability to learn and hide behind a move's marginal randomness as a means of safety.
  9. I will say the part about being able to mash out of a reset in BB because throws are 7f is extremely ignorant, because these situations are still meaty. You could theoretically have your grab hit them on the first frame possible, but even if you're late, as long as its not a DP you could still throw them without the risk of mashing if done properly. Also... saying you'll hit people with resets more frequently because you've given them more control over their character in a hold to tech situation is a HUGE insult to anyone who's ever played a fighting game seriously. Thats all I'm really gonna say about that.
  10. By this point, since there's people defending mash to tech, I'm gonna say its preference based. I dont see why that can't just be a choice in later games as to how you want to tech, since the frames would all be the same.
  11. I dont see how making something easier makes it more rewarding. Strict teching for strict combos is a joke though. If its so strict that you're dropping it, dont do it. You're getting rewarded with better damage, better oki, or more corner carry. Why should the opponent be punished if you dropped it? You can always go practice it more. You know what ypu can't practice or recreate? How your opponent dropped his combos. If my execution wasn't on par for what I was doing, HELL YES I should be punished for dropping it, easily. Saying you deserve a second chance for bad execution is stupid.
  12. Falling j.HS only clashes with SVV so there's always other options. Dunno why everything clashes though Edit: disregard that, I'm getting mixed results with j.HS
  13. Knock down. And I was usin falling j.S just to clarify
  14. Oooook... testing out safejump setups... for some reason you can safejump VV (both versions) after a 236S KD, but its the strangest safejump in that you clash with VV. What? Point blank is apparently too close for VV? Lol
  15. Its gotta be both hits. I tested on standing Sol, which honestly made it easier than on crouching
  16. What would you guys say is Bedman's best way out of a grab setup? I lnow jumping gets ypu out of the grab, but chances are theyre OSing you, so backdash maybe? Idk
  17. You're just hindering the purpose of learning at this point with your defense of mash to tech. Im done lol
  18. That's not my issue, at the very least. Maybe others, but... I just wish that if I took the smallest air hit from fullscreen that they have no chance at converting off of, that I could air tech into 236P without havin to throw out FD or P mash on the way down.
  19. If its a combo, it won't have "tech points". You're basically chancing on your opponent to drop the combo, intentional or not.
  20. No, I'd like hold to tech so a single button press would give me what I want, when I needed. Mash to tech doesn't do that, and I have to hold FD to make sure I don'tget unwanted mashing brought forth from the ssystem. A game that encourages mashing the hell out of the huttons teaches bad habits imo
  21. Had a few local matches against an I-no player, and surprisingly I got a lot of mileage out of round start Task B and C. Somehow Task B can go under Chemical Love and Task C... well imo its a great anti-air from this position. Also, dashing through notes worked decently. I didn't abuse this and would most of the time try and trade with them with Task A, but when it did work, that reward is sweet. Though, he also caught on to my airdash pressure and started using I guess her 6P? Idk what her moves look like, but it was somethin fast. Also, yeah. Air Task B was great for me, but surprise 236B's seem to work pretty well for me.
  22. I'll see if I can't come out. I might be later rhan I'd like to be if I do cuz its my sister's bday party today, but how long could that last? Lol. Finally see why everyone liked GG after playing Xrd and being able to learn for once.
  23. The 2 seal one is only in the corner, it goes 5D>f.S(6HS)>236K>c.S>5HS>1HS>236HS
  24. Typically that'd go into the IOH j.D though. That was just my thoughts about what other uses j.D served, though I do suppose you could do a neutral jump>falling j.D
  25. xx>5HS>2369S>RRC>j.K>c.S>5HS>236HS If done perfectly, you get both Task B and C seals out. Hit for ~170-180 damage on Sol. Thought it was interesting that j.236S places your DV mark after the third hit rather than after the recovery.
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