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NecroTheReaper

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Everything posted by NecroTheReaper

  1. A weird dust setup I use to get hemi out goes like this. Personally, dust isnt TOO hard to connect with if you have the proper cover from other things, but with an UB and being safe on block, I'd say its got some worth. 5D>6c.S>5H>236K>c.S>5H>2D>214K> safejump>hemi
  2. Seems like a much better way of doing safejumps imo. 882 is good, but is honestly too fast for my liking. Also could set up min height j.D to bounce forward for more overheads without using j.K or j.S first Edit: actually, couldnt this type of momentum shift be very useful for anti-AA stuff? Like jump forward and fd hang to wiff punish their 6P?
  3. There's not really a ton of projectiles honestly. Don't forget her swords now can be hit before they go active, though typically staying mobile helps to not get tagged by one completely. I think you have to be a bit more aggressive here. Don't try to just zone her out, because her swords are much better rewards than your task A on hit. Make good use of floating and airdashing (dont forget you can FD it), and OCCASIONALLY a dash parry, to get in. Her j.S is pretty good but she doesnt get the same reward as you do off a successful j.P or j.S. I also find that airdash FD into airgrab here works great as well, if you want your absolute fastest a2a option.
  4. That is some very good info for me. I have had people use an instant low-profile move to avoid some higher-placed seals, so knowing I can get the best damage and still get a low task B seal is great. Still think tk task B combos will be necessary for triple seal combos from dust or Helios confirms (skeptical on Helios)
  5. Its not just getting the task B seal down. If you do j.P>j.236S, its higher up than xx>1/2H>2369S. Its not a huge deal, but I like my task B seals low to the ground for oki
  6. In the corner, I prefer tk task B combos just because ending in j.P>j.236S tends to leave the seal a little high for my liking. Less damage, but it obscures the Bedman more when mixing up, so eh.
  7. Why yes. Yes I am. Im sorry Yoshi, thanks for the post xD but my question still stands, is the third combo just optimized for meter gain?
  8. Dear god this is stupid. I was trying to reply before but it went all wrong and... -embarrassing cry- WHY? But anyway, Tiamat got em. Btw, arent those first and last combos the same for Pot? Or does one have higher meter gain?
  9. I was playin yesterday and realized that I'm not using grabs as much as I use to. While its not necessarily a bad thing, I had a question for other Bedbros. Do you guys think its better to make them afraid of grab setups at the start of a match to make frametraps and anti-jump techs succeed more, or wait until they forget about grabs to start forcing them to think about grab setups?
  10. Addition of 214H, you can end a combo with 236H and do an immediate 214H which hits meaty. Then you can do either 236P or 236K and get up to 3 seals placed depending on the combo used.
  11. Mixup options, you have 2K, 2S, and 2D as lows, and 5D and air moves as highs (with j.D being an instant overhead). For left-right, you have 6H as well as some trickier usage of air dash FDing into j.K or j.S. For movement, first I'd say determine if its better to keep a distance to setup DV seals or just try to use smart airdashes to close in. Bedman has good tools, but so does every other character. You cant just pick one way or the other (also depends on opponents playstyle with their character). Airdashing into FD is a pretty safe way to follow a task A. Typically it puts you at a very awkward angle to be airgrabbed while not forcing you to commit to movement. Tk task B is also a decent movement option. Its fast, gives you a KD, and sets up a seal. It is unsafe if blocked however and has some landing recovery, so either make sure they are either blocking a returning task A or arent close enough to punish.
  12. Did you test blocking these yourself? In the past when I try to test an actual fuzzy setup, sometimes the AI blocks an air attack even if it would normally wiff overhead, meaning its not a true fuzzy.
  13. I think the first hit of DVC hits Pot crouching, which would mean if you didnt set the computer to block the DVC, the j.D would just knock them down if it hit him. However, I have not tested, so I'm not entirely sure.
  14. Who does Dogura play? Unless its a MU that Bedman is particularly strong in, I dont think he's that close to being as good as El. Honestly a lot of things look weird to me (Faust being weaker than Slayer and Sin) but I havnt seen Dogura play alot.
  15. Another combo that works on May, but standing xx>f.S/2S>5HS (1)>2HS>883j.P>236HS>2P>c.S>j.K>j.236S Worked off airdash mixup and 2K
  16. The 236HS combo from that I'm pretty sure would do more damage, so if its consistent, go for it. I like tk task B combos because they're nearly universal, but if there's character specific combos that work and do more damage, go for it.
  17. This new layout is screwing me up, but thanks for giving the combo out. I need to actually put it to use, but converting properly on El makes me scurred lol
  18. I personally dont think its possible to do an air task C combo on El. You can do an 883j.P combo, which is still really tight (but still easier than on May) but leads to full combo and good damage/carry.
  19. Typically as long as you get them in 2H's range it connected. Maybe if it was max range 2HS it'd get more finnicky but if your converting airdash mixup into a combo and dont wanna confirm into 5HS, it connected every time if you get it down. Though, I say its easier than 1HS>883j.P, its still a bit difficult. Luckily its like a 7/10 tries instead 1/10 for me personally
  20. Hey guys! A crouching combo that actually works on May! xx>2S>2HS>sj.883P>236HS>2P>c.S>j.K>j.236S Honestly easier than 1HS>883. Still a crouching combo though. Works on a lot of the cast, but not all
  21. Dont forget airdash is FD cancellable, which really makes IBing bursts stupid easy
  22. There are so many stupid things with YRC that I'm not even gonna bother with those complaints lol. Personally I've never thought it needed to be touched, because its like Relius' twirl. No grab invul, no hitbox, just strike invul and punishable recovery (granted 3f startup changes its uses)
  23. So meaty-ing is the only thing they really have. Nice to know that since backdash gets us out of several meaty setups midscreen. Plus you could end up mixing them up if you got 50% meter. Dash through, jump forward, j.D and RC for IOH confirm. Or dash, backdash YRC> any available punish you can do on them. Actually, I've heard a few complaints on dash. Do you guys think its OP and needs a nerf? Someone local who constantly beat me says it needs CH recovery
  24. So, since Evo's passed, anything new learned in the way of matchups, either good or bad? Curious how it felt possibly playing against some real top players.
  25. Seems very height dependant if you want his specific combo. The j.HS I think was only used to bring them low enough to not tech out of the wall slide. For the first jump cancel though, was it 886>j.P>delay j.236S or 8>j.P>3>j.236S?
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