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Everything posted by NecroTheReaper
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[CF] Relius changes, loketest news, other stuff
NecroTheReaper replied to Poultrygeist's topic in Relius Clover
Nose being fast enough to combo into sounds great for mixup, but more importantly, style. It'd be hilarious if someonw managed to come up with Nose loops in an FC combo. Command grab mid combos seems like a great way to seal a burst if you've got 100 meter or 50 and an OD (provided OD gear still restands). Command grab>OD>gear>unblockable OD combo sounds possible -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
NecroTheReaper replied to Tong's topic in Zepp Museum
Once again, s-CRY-ed, not arcsys character Kazuma Kuvaru -
Character Recolors, PSDs, and Renderings [*New* BBCF Available]
NecroTheReaper replied to Tong's topic in Zepp Museum
He said Kazuma from s-CRY-ed -
So how far did our Bedbro's get? Other things I think worth mentioning. 2K has a pretty good cancel window, and 2K>2S is already a frametrap, which just emphasizes how good Bedman's tick grab game is. Also, just because even some of the jp bedman players seem to struggle with it occasionally, if you land a random 2HS, you can safely run some I-no strats on them by 886>FD>airgrab OS. If they tech, you get an airgrab reset. If they don't, you get a knockdown/combo. Safer than doing tk task B or rising j.S imo
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[CF] Relius changes, loketest news, other stuff
NecroTheReaper replied to Poultrygeist's topic in Relius Clover
Personally I think puppet characters with command grabs are anti-hype, cuz so far pressure just looks like "slap slap slap grab". Ignis' grab looks slow enough to make it seem respectable and not stupid, but eh. Honestly I'm more interested in zein yoyo combos, which gives us full combos from a good ignis-less confirm, something previously only available in the corner or off certain CH's. -
[CF] Relius changes, loketest news, other stuff
NecroTheReaper replied to Poultrygeist's topic in Relius Clover
I'm gettin interested again, mostly because HEY. NEW RELIUS. Though, I really want to slap every person in arcsys who thinks that puppet characters (close enough) need a command grab. Btw, what skype chat? HOW DID YOU KNOW I WAS STALKING RELIUS FORUMS? -
Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
You cant play him like any other character because of his movement specifically. First thing, double tap up is a must to learn. His unnatural airdash will kill you if you try to IAD. Second, learn that YOU CAN'T DASH. Either space with f.S or zone with 1/2/3HS or play air to air with float movements. Almost all of Bedman's standing normals are jump cancellable, making them safe on block. His 1/2/3HS series is also jump cancellable, so always wither jump or special cancel it (usually with 236P). Another strong movement tool is pretty much any YRC'd special. Air task A YRC gets a projectile out and you can close in. Air task B YRC sends you flying really fast across the screen, and Task C YRC is a great AA bait. In general most of your "mobility" will be in the air, but you cant win a match by just 886'ing your way in. Even if it is tough for some characters to call out 100% of the time, Bedman's defensive options have significant drawbacks (backdash is long, forward dash is 3f startup and throw punishable, Helios is throw punishable, DAA is very bad on block). -
The fact that the setup gets Hemi out for no damaging risk is great, cuz chances are they're gonna either jump over you, mash on you, or run away from the corner. Two of these options are risky if Hemi's just gonna creep up and grab them if they try to pressure or you just grab them
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That just means there's more people for Bedman players to beat xD. Seriously though, good luck guys
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Bring the Bedbro's honor and glory. HE DEMANDS IT.
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I wanna know why arcsys hasnt incorporated hitbox viewers into their games. If things are gonna have MASSIVELY absurd hitboxes (both good and bad) I'd like to know before I fall victim to netplay.
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Obviously best, but he's still +1 after, so IBing is practically necessary. Blocking it is harder than blocking a dust since it hits high AND crosses up, and is at advantage. I mostly just get lost when even looking at it because it can cross up at nearly his 2HS' max range, or so it feels
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If you could do it fast enough, backdash could work. He crosses up so fast though that you could end up dashing (which would make both wiff, but still). All of those are options that work, but I end up using a lot of meter for FD otherwise death occurs. Its like the only move of his that works with like a 99% success rate, mostly because of how fast it -moves- not its startup
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So, my one issue with this MU. How do you deal with that stupid as hell crossup special?
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Eventually they will learn to just start mashing blitz on you for using it. If not that, then depending on where you land, they could mash grab pretty freely. Typically if I use task C, it ends poorly unless you have a task A or A' floating towards them.
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Maybe. It gets a reliable k/d on success though xD.
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Its a crossup air task B. Typically this is unsafex but even on the largest hitboxes, you only hit them once and fly right past them back to safety (typically 2HS range). Crossuo j.K obviously leads to more pressure options on block, but it feels slower. This may just be the way the moves look and not actual frames though.
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Typically I rely on crossup mixup midscreen with 6H and sj.>886FD>j.K. Is sj.886FD>j.236S ambiguous enough to warrant discussion? It looks like a fast crossup, and it puts you pretty far away on block so I'm torn about it
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Personally I really don't have an issue with 5D>2366HS. Damage is eh, but its a neutral on block overhead that leads to midscreen k/d with a seal. And if you manage to sweetspot it, you get a 2P pickup into an extended combo
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Typically I try to just put barely enough moves to get the wallsticm low enough for triple seal combos. Gravity starts screwing up after a certain amount of hits. 5D>6>c.S>5HS>236K>c.S>5HS>1HS>2369S>2P>c.S>236HS does like 140 on Ky and 3 seals gets some good mileage.
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You dont need 6H, you can do c.S>5HS(2) and itll work on almost all of the cast. Those that it doesnt work on can go 6P>c.S>2369K. And he has current midscreen knockdown combos from his 5D right now. 5D>6236HS gives you a task C k/d midscreen, and on some characters even a full combo if you can do 5D>c.6S>236HS
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What MU's do you think its gonna affect the most? I already assume all MUs that deal with a dp, maybe Ky because of stun dipper low profile
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You can also do 886>delay air normal as a safejump. Its only from faster knockdowns like task C and 2D though, but its kinda deceptive looking.
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Our specials arent meant for stuff like that sadly :/. The only one with any kind of special property is task C, and it goes airborn on frame 9, so not very useful when fighting 9f pokes. If it worked with our dash, that'd be a different story, but our dash is a dash lol.
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People don't like not being taken seriously. Its as simple as that. I enjoy serious matches. Not SUPER serious, but I at least wanna play at my best xD