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Everything posted by NecroTheReaper
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Cool midscreen to corner dust combo on Faust 5D>6236H>2P>c.S>j.P>j.6P>j.236S>2P>c.S>236H Edit: works on May, Pot, and Venom as well. Characters that I have done extended midscreen dust combos with successfully: Millia, Ky, Elphelt, Slayer, Axl, Leo, and Zato Characters I could not get extended combos on: Sin, Chipp, I-no, Bedman Ram isnt listed yet because her extended combo is weird. You can get 5D>236H>2P>5P>c.S>236H>2P>c.S to combo but cant seem to end it properly
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Whats the optimum and mostly universal 6H>236P confirm btw? My favorite one is more stylish than practical (but still pretty easy) on crouching 6H>236P>886j.K>j.S>5H>5D>6236HS Might work on some characters standing, but c.S>5H(2) isnt consistent. I rem
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Sounds cool for mixups but also sounds easily disrespectable with throw from the way you make it sound. And combos with meterless FD j.K are that sparce huh? If you could confirm into 5H(1) you could get 2H, but sometimes Im not even in 2k range
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What all combos work from crossup FD j.K? Sometimes you hit higher and further away and was curious if there was a safe confirm. I guess you could to j.236S but thats a risky confirm.
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The first one also works on Millia if you swap out f.S for 5K for more damage Yoshi
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Anyone know any corner combos using task A return into dust? I can get em to work midscreen, but the corner is proving troublesome.
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Its cool, I looked it up and the place was like an hour away from me that day so I decided to skip. Are games held at your place every Saturday? Cuz I really just dont know if theres a schedule to this lol
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Where's it at, what time, and whats the cost?
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Since you have Elphelt started on that list Pen, there is the xx>1H>883j.P>236HS>2P>c.S>236HS combo. Also, on some characters that tk task B is weird on in the corner, you can do j.P>j.236S or j P>j.3P>j.236S and get the pickup. Doesnt work on all, but it definitely helps with some characters like Sol and El.
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Yeah, the DFW area. I dont get to go out to locals too often though since I'm not too close to the usual spots.
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Id personally switch Axl and Elphelt around. Had some local rounds against a good Axl and we were both in agreement that it felt pretty even. For new characters, I'll only know when we get secent Jack-os. I dont know much about Johnny beforebXrd either though, so yeah.
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I also agree that Zato feels more manageable than most people make him sound, at least from Bedman's perspective. The neutral works about the samex except we have air projectiles and he has nobiru. Playing neutral in this MU just seems more plausible in this MU.
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It has a distance and timing requirement. You should typically be within c.S range from what I've seen and do the FD cancel when you're directly over their head. At least thats when I've gotten it to work
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Nvmnd, I read it properly this time. I personally woulda upped El a bit, but the only El I play is DarkSoul or Oso typically. I'm glad I'm not the only one who has trouble with the May MU though. I honestly have no idea what to say about Chipp. I just call him a fly, because he's extremely annoying and dies when you swat him.
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Is S tier gonna be a tough MU or easy MU?
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Kk. Im dead tired tonight but I'll try and come out tomorrow. Stuff still start at the 2:30ish time?
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2H has character specific combos that lead to the same post-j.236HS corner carry though. Thinking you HAVE to end it with just j.236S is gonna give you a lot of lost damage. I honestly need to work on confirms that involve f.S>5HS (1)>2HS
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Just because I'm bad with j.D>j.3D in general, I explored a bit a while ago, and I kinda ended up just doing j.D>882>2K. Dont be afraid of 2HS combos, because its not like they do a whole lot less damage. I think you only lose ~10 damage if you dont get 5HS (2). In fact, I do 2HS combos all the time because of the I-no like mind games you can do with airgrab resets.
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I'll start seein if I can come out again. A bit away from home but gas is cheap for now
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I'm dead tired today and noticed this too late. Does anything still happen on Saturday's?
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Air FD into airgrab is probably my most -wrongly- abused neutral tools, and the one I condone disrespecting with. In some MU's, it becomes a much safer approach option by either air FDing to landing or trying to read them and air FD to grab
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As just a broad statement for the whole game, get use to air grab ranges, because Bedman's is effing huge. Air grabs are already good AA options (1f startup, gives knockdown), so when your air grab range is the biggest in the game, dont discount it. You can also combine it with air FD'ing to steal a soul if you've read your opponent well enough. I emphasize Bedman's air grab a lot, I know. And it may not give the best oki, but cmon... DUNKS!
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He might mean j.HS, and on ground hit, you get good combos. On air hit though, (hopefully this happens against an attempted jumpout, cuz j.HS is NOT an A2A), yeah, 236S is all you can do unless its part of a combo (ie, j.HS>task A return>j.236HS)
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
So say you do this dust combo into subsequent oki 5D>6>c.S>5HS>236K>c.S>5HS>2D>214K Safejump j.S>c.S>f.S>2S>Hemi>RRC If the DV A' ball hits during hemi startup, you can RRC for a free instant teleport out of the rest of Hemi (like a YRC, but you need 50 meter to do it, but it doesnt USE the 50 meter) -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
Not YRC, RRC. Theres a weird glitch where if you RRC Hemi when a DV A' hits, it doesnt consume meter, but you get the RRC.