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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Well, I'd say his air pressure is where his throw game comes into play with j.KP(P)>Grab. Little enough hitstun, can mix between j.K>j.S for more blockstun upon landing. Because of this, you could also do j.D as an air pressure combo extender when close enough to both the ground and the opponent. If it hits, j.P will (if j.D is +6) be very, very hard to get out of. Buuuuut, getting to that golden distance for j.D to connect after a blocked move is a different story. Even if you're not at that goldeb distance, unless they DP, you tell me if they can AA j.D>j.D>j.D reliably with its large downward hitbox xD
  2. Can I ask for someone to make the remaining MU thrrads we're missing? I'm havin trouble with Ky embarrassingly enough, mostly because he's so prominent in netplay.
  3. Me lol. Air dashes are a bitch at times, but its what I'm use to
  4. Before i bother getting excited, would a combo that gives Task B and C seals and a KD for 50 meter be worth it? Asking because of the fact that you cant Task B and C DV at the same time Edit: is it just me, or is Bedman missing a lot of basic GG-esque moves or move properties? Example: projectiles that stay out when blocking or moves that rush forward that are safe or even positove on block?
  5. Just to make it easier though, isn't like... every move barring 5/2P able to combo into 2D? I'd say cutting the combo short would be worth the KD given how much momentum a single KD gives you in this game.
  6. I wanna upload too... but I want high quality videos as well... WHY CAN'T I JUST RIP MY REPLAYS OFF THE PS3 Dx. @Tiamat I noticed a lot of sj.236S when you had a healthy stockpile of meter to get some distance vs that Leo. You YRC'd it in the later matches (honestly, j.236S is probably my absolutely least used move, though I should probably use it occasionally for space control) @Hiryuu be careful with your positioning. You put yourself dangerously close to them on wakeup that unless you were gonna IOH or something, he could've just grabbed. Other than that, a pretty strong use of YRC's for mixup, if you had switchrd it up I doubt he'd have been able to block it
  7. Pretty awesome double crossup, but is there a single crossup variant that can be used to make it a 50/50 once they've caught on?
  8. Yeah, but dash is a commitment, walking is... walking xD
  9. Pretty much my issue. It'd be low tier phone quality if I did. There a way to get high quality without a computer, cuz if so I'd lovw to know how lol
  10. Who are you guys fighting when it comes to this MU? Cuz while I hardly see her in ranked (damn sea full of Ky), I havnt lost to her there. I really enjoy just staying on the ground since our walk animation goes under her 5HS (though obviously not the biggest threat).
  11. What do you guys think about RRCing in the corner into 5D? I found out every standing move that hits crouching will actually combo into 5D. I guess this also means any move with the same amount of hitstun has 5K can be RRC'd into 5D, and this gives us those 2 seal setups in the corner.
  12. We should probably get those up here sometime. The good or informing ones at the very least.
  13. There's some characters that get hit regardless of altering the combo by that third hit. Honestly, if its a problem character, its probably safer to do 5HS>236S. Oki is still really strong (imo its stronger just for hitting 1st frame). I think Tiamat or someone else posted a list earlier of characters who get OTG'd by 236HS path and with a few fixes.
  14. Use 5D>f.S>236K>c.S>5HS>1HS>236HS. Walk a bit closer after 5D so that they slide down to the ground after f.S You could also replace f.S with 6HS, but it has a high chance to hit them out of the corner.
  15. I don't think its as much of him not having good mixup as much as it is the setups to get good reward off his mixups. Task A' is the slowest projectile ever, even if it is god on block. IOH j.D gets really good damage, and 5D in the corner gets you 2 DV seals placed (plus, its neutral on block). 2K is a 6F low, and after testing some stuff, you can do xx>falling j.K>j.6xx for some trickier mixups. Some more rewarding uses out of YRC would be nice though. Nothing wrong with the DV YRC's, but lots of people get some projectiles out pretty quickly with YRC's.
  16. Yeah, I'd say it depends on how they're reacting to you on how you do air dash pressure. If they're insistant on just blocking all day for meter/whatever, I dont see any reason not to get a few j.HS on em. Though... this is Bedman. They could just jump for an almost free out during pressure. Not necessarily gonna be punished depending on characters, but still Would asking for a bigger hitbox on 5HS(2) or a good + on block move be too much? Just a way of keeping them close.
  17. Which hitboxes do j.KS or j.KPP wiff on other than Millia and Faust? I know j.KA works on these people, but I dunno if that's very good for combos... its a tight followup with 2K after j.KPP already.
  18. 2S was already brought up. Honestly though, jump cancels are all I've needed so far. Jump cancels on 5K, f.S, and (if you're close enough) 5HS let me pressure all I want usually. Yeah, Bedman has risks involved, but his movement makes it hard for other people to keep up. 5HS jump cancel is very good for mixup imo, cuz you have 3 way mixup from it if you get both hits. You can do instant j.D, delayed j.D, or 2D for a IOH, a crossup OH, and a low.
  19. When I watch that video, and Tsubu gets grabbed after 236/214K, i die a bit. I mean, its happened to me too, I'm just talkin about how easy it is to let there be a 1f gap when you're point blank and +9. Easy fix? Yeah, still happens though
  20. I usually just pick up with 5B after an early j.236C>j.214A. Then you can go 5B>2C>6C>41236B>5B>2C>236C>whatever
  21. If it werent for those 4 characters being so popular (at least when I netplay), it'd be a non-issue, but... Millia. And its +64 according to the frame data, and taking into consideration that most wakeup times are 50f+, thats 100+ frames to do something. I'd imagine you could do 886>xx or sj falling j.S or something. Honestly wondering if with how + it is if you could do sj.236HS as a safejump in the corner.
  22. I like doing just grab>236K. I don't like otg's when I can guarantee a character can get hit. If they cant then I think we should use some safejumps or somethin, cuz wiffing 236K just doesn't make me happy.
  23. Bedman's jump, while clunky in neutral, I feel is great for pressure. Because its not restrictive, and just floating can make people wanna do something, he has literally 8 directions to screw with people. Gonna block? 886>j.K>j.S/j.AA. Gonna DP? 881/3 or just 88>delay j.K>j.S if it wiffed. Gonna AA? 882/3>2S/236S or 889>236C. Obviously each has its issues, but because of how free Bedman's pressure (not to mention how easy it is to reset to neutral), he can be pretty hard to deal with. Also, isnt Bedman one of the only characters that gets all air options after a superjump?
  24. How much hp did you have for thr OD duration?
  25. I mostly use it as an AA, IF I could ever get the input right. Just due to the nature of some characters, I'd say its hitbox would be great vs May and Chipp (generally hard to AA characters). Its massive frame advantage could be just what you need to deny those characters their neutral game.
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