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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Its GOOOD. ACCEPT IT xD Ggs though. I was able to stand a mirror because it was someone I know. Also, another thing that makes airdash>FD airgrab veeery good is because it nearly auto IB's for you. And air IBing means an air throw, and that means you get to start your offense out of their pressure.
  2. According to the frame data, Bedman is tied for the largest air grab range in the game. I wont say if that's actually good or not because of how weird the air throw ranges are listed as, but I honestly havnt had any issue air grabbing people with it.
  3. I did say it was literally nearly pointless info, don't get mad at me if you thought I was sayin otherwise xD. I only figured it out though because I was crash coursing myself on air throw and airdash>air throw (you can beat a lot of a2as that are already past most of their startup with this). Plud, Bedman's air grab looks badass. What's more hype than ending a round with a bed dunking you?
  4. The inputs are all correct. I think it should be possible to do it from either a super or regular jump. However, the ease all depends on the backdash. Chipp had the easiest one imo because it lasts for a long time and has little invul. Like I said, by all rights its kinda pointless knowledge xD
  5. Another one that is sorta the next go-to that I've seen and gotten to work is Grab>5K>j.P>j.3P>j.236S>2P>c.S>236HS Shown in a video, not new, but now documented
  6. Then go post some secrets in the MU thread, cuz she's killin me xD This is really pointless info, but it did happen in a real, offline match for me ONE time and its hilarious. You can airdash into grab several character's backdashes. The easiest ones all happen to be the male characters (thanks Arcsys xD)
  7. I forgot about his 5K... lol. Maybe it just depends on your mindset when deciding if a MU is good or bad with Bedman. Millia and El have better straight up rushdown than us (and I'd argue El has better zoning and keepaway xD) and I tend to over extend myself trying to go in. I guess if you play the game right, any of Bedman's MUs can be 5:5. Cuz they dont feel too lopsided with his pros and cons.
  8. I feel Bedman can have a lot of personal bad MUs cuz HSVV and his damage is the only thing I find that give us a hard time. Oh, and that he can consistently WT you out of helios. My worst MUs are El and Millia. El feels worse for me than in 1.1 because of buffed sniper and is my worst MU. Maybe the reason why I dont find Sol so hard is because there's not many Sol's online who can consistently just wreck my face
  9. I think it can CH, but its definitely not reliable. Also seems like a delayed 2D will give you a KD from this range. Bedman's head oulls back enough out of his 6P's range lol After testing, his 2S does beat our 5K :/ however 2P seems to have enough range to beat it, and is a pretty safe move in general.
  10. So, after going to a local tournament, I really was trying to force myself to use airdash FDC. Is this as good as it feels? Cuz holy shit, at one point during the casual time, I just challenged myself on seeing if I could win only getting air dunks. Which is amazing.
  11. From round start position, I'm pretty sure 2S should net you a CH into immediate corner if he opens with 6P. Its slow, so obviously not just an "I win" button, but the threat for venom to get immediately cornered can discourage him from trying to do too much round start 6P. Should beat all of his specials except for HS stinger as well. His normals will still more than likely beat yours at round start, but at least it'll keep him honest. Plus (if this works like how I think I remember) I think his 2S will mutually eiff with your 5K and leave you at advantage if done same frame. Might be wrong about this, I dont get to play many venom players
  12. Pretty sure you just have to do 88>(7/8/9) to go up unless used after a blocked air normal. Then its just j.x>7/8/9 Maybe you're hitting the up input too fast to register?
  13. Pretty cool tech trap I got to work multiple times today. If you manage to hit someone trying to poke you out of air task A fron close range, forward float FD cancel grab seems to snag them if they tech. Since you get a KD if you confirm into task B, air grab, or if they land, seems like teching a close range air task A is pretty risky. Just used it today though, so faults are bound to show up
  14. Does the +24 from air throw's frame data come before their wakeup timing? So would it be 24+x to get their total wakeup?
  15. Meaty really. Its impossible to combo off of, and you're not massively + like with ground throw. Meaty 2K, meaty j.D, meaty 6H (dont think it really has to be meaty). Love me some 6H now if you do it right up in their face early enough, get that grab punish. If you're even mor3 lucky, they mashed a fast normal and traded making you tecover for a full combo
  16. If my execution was up to it though, I'd try to get down those throw>double seal combos. Making people guess between low profile or jumpout with task B and C feels great. So far the only one I remember is Throw>5K>j.K>j.3S>2H>236HS>2P>c.S>j.P>j.236S
  17. Honestly I almost want them to come running at me at this point cuz its much easier to IB>grab a jumping normal than react to Millia's stupid fast airdash speed. Plus its not as risky since her risk/reward while airborn is pretty skewed, so a trade isn't always favorable with her j.D and j.HS (I realize the latter isnt really an a2a).
  18. Ok. I guess you could OS it with any normal anyway, so unless they just have entirely better buttons it'd work until they start relying on airgrabs themselves, but then that's something you can punish.
  19. Seriously. If she ends up being OP because of poor balance, I'm gonna feel like how Millia mirrors sound. "THIS IS WHAT I DO TO PEOPLE?! Oh no.. I am a monster..." this character's mechanics actually sound cool to me even if she does seem to be strongly directed toward bing a zoning character (which I typically dont enjoy).
  20. I havnt really noticed honestly. I hope not, because its invul to recovery ratio makes it bot very good as a super defensive backdash and more of a neutral one. Also, since I brought it up earlier, I felt I should get some opinions. Do you guys think airdash FD cancel air grabs are a legit way to punish jumpouts of airdash pressure or is it more of a gimmick?
  21. Sniper has actually become my biggest issue in this MU. She's able to control it fast enough to make any approach very dangerous, especially now that they made her able to get a full combo off CH with meter (sounds specific, but she never doesn't have enough meter). Dash is a huge risk to try since the shot is 3f startup, so she can just wait it out. Superjump task B YRC use to do things, maybe I should save my float to screw up their AA's, but still risky. Lets not forget her ability to go into any special from sniper as well ._. With FD cancelling on airdash, maybe you can get in slowly without getting blown up, but its just been a really sad time. Maybe you can 883>FD>2/3HS to punish a blocked sniper shot but just looking at the numbers only gives you like a 3 or 4f window to find 2HS' sweet spot.
  22. This... if there was like a little icon or something for when she had it, I'd feel a lot more comfortable. Usually unless they're actively going after the pin, I can never tell if I'm allowed to try to AA without getting blown up bad. Actually, what would be Bedman's best way to deal with pin approach? I've seen a vew jp players mash 5P after pin, but the blockstun feels so heavy when blocked
  23. Honestly I'm surprised no one said anything about all my failed air throw attempts xD but I did t really care about failure to throw them since I was just trying to learn how to apply it
  24. This specific Millia player I would have never gotten away with those mixups. They were too smart at jumping out after c.S/f.S if it wasnt cancelled immediately. If my execution was good enough, I could've done 886>j.4SH>4/6H to air grab them out of jump outs, I could've probably done those but its not there quite yet
  25. 6H nerf is hitting me hard. I use to use it as an anti-jump move, but 31f is too slow for that to work anymore. Task C... yeah. I even said right after I got offf stage that I do bedslam too much. The dropped/failed combos were because a lot of the characters I played required specific delays (delay j.KS on Millia, j.PPS on I-no, and while task C is basic, I like my task A' oki). Also, personally Millia and Elph are my personal (if not Bedman's general) worst MUs. Having to go against one and getting some feedback was veeeery needed, so thanks
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