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Everything posted by NecroTheReaper
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http://www.twitch.tv/saltymayhem/b/666514403 starts about 5 hours in, I go as Cotton at Akon
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Based on my understanding of "cancelling", the recovery of a move shouldn't matter. Unless Ram's j.P got a level reduction (currently listed as a lvl 1 move with 11f of blockstun), it should have 5f of blockstun to cover its 5f startup even on air IB
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Fun note, dunno how useful since I've yet to have big issues with it. 5K seems to make his 2HS wiff from any range, at any point during its startup. While its an 8f normal with meh range, its level 2 and a CH will guarantee you a KD and a seal
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Heavy character (Pot and Bedman) combos Pot xx>5HS>1HS>j.S>j.3S>236HS>2P>c.S>236HS 185 damage Bedman xx>5HS>1HS>j.886PS>236HS 153 damage
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Its not rewarding, no. But it is easy and reliable af and is almost guaranteed to stop him. I sat fullscreen vs a friend of mine that played a few rounds tryin to troll with stance and I just mashed 2P all day, CH'd him nearly every time. If you can get a good read on stance with a dash, its obviously better, but if he delays, stance puts out some good damage
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Other stupid things for this MU. Good: our 2P is just a stance denial button. You can mash it all day from someone camping in stance and get a CH like 4 out of 5 times. Bad: he can counter (heaven can wait) our 2 and 3H and actually get a k/d or combo off of them. Cery annoying
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Did you try to see if you could pick up the combo with 2P? The teching is really weird, and with some combos I've had to use that weird non-KD hitstun to link 2P afterwards
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Lately I like to do xx>2S>2HS>2369S for the carry+safejump setup if the hitboxes are just to annoying to bother with
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I dont know if, even if you covered those, could fully say how to defend against Sol. The roster may be smaller than the past GG's, but there's still a lot of character specific defenses in this game, some even just take into consideration the size of the character. Like how as Bedman I can do forward dash vs BB or BR as a kinda OS sine if its BR, I get the GP and if its BB, I just dash under him
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6P>c.S>2369K works on those characters. I know on heavies that you have to end at 2 seals (unless someone knows somethin I dont) but that's more than enough vs those characters
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Most of the time it works unless their game plan is to throw SOMETHING out the second you jump. I fought a very different Leo player who used most of his meter for FD and would use his f.S (w)>5HS
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My question now, what are our better FD bullying blockstrings? Bedman already gets a lot of pushback from his moves (which inherently makes him safe from most counter attacks if you jump back), but what if you catch on to their FD and want to make them regret using it? I know c.S and 2S become + in FD, but our walk speed doesnt seem to help us cover the distance fast enough to dtagger properly
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You cant let them fall too much, but the mechanics behind dust wallsplat seem to have changed a bit from 1.0 to 1.1. Before, the max amount of normals would continue the slide was 3, but now (6P>c.S)x2 is a route. Also, before, 5D>f.S>236K use to combo but now they tech after f.S. so I guess more chances to wall slam and less hitstun, so... throw more normals?
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Dust>6>c.S>5HS>236K>c.S>5HS>1HS>2369S>2P>c.S>236HS workes on a lot of the cast but not everyone.l for triple seals
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You already said most of the big things, but j.S>j.P is a muuuuch safer way to go, plus it is possible to convert into a full combo. For the task C thing... idk. Its happened to me on Pot too where they hust tech the supposedly forced KD. Honestly I've found myself ending combos in task B more often since the patch since the KD is good and reliable, plus (depending on the confirm) it can lead to more damage
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For the crossup, you have to be close initially from my testing, which why wouldnt you just do 5HS (2)>sj.883K for a j.K crossup. May have slightly more range for a crossup, which doesnt hurt, but still. The cool thing about FD>air grab is it can punish jumpouts of airdash pressure. Since Bedman loses momentum quickly, typically he's close enough and below your opponent, he can airgrab pretty safely
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No, you completely misunderstood my point. Not 886>FD>ground grab. 886>FD>AIR grab. No other characters can cancel their airdash into an air grab in this game, and with Bedman's air grab range is actually very large. Also, cancelling an airdash into FD directly hasnt been a thing in any Arcsys game I've played. Ever. You really missed how important the safe movement of this is. Say Axl is camping full screen with j.S and is wanting you to jump for 6K. What can you do? sj.886>FD Edit: also should be known that cancelling airdash into FD isn't really an FDC like you're comparing it to other characters. You can cancel into FD at any point during the airdash (though doing 886>FD>j.6PHS is a challenge)
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Really you could sum it up as our airdash now has an advantage over a standard airdash. Before it was twice as slow, couldn't block, easy to countermash, but now if some *cough*annoyingblondbitchassassin*cough* runs in on you with j.P spam to catch ypur airdash, cancel into FD, let go, IB, and DUNK HER ASS. Actually I just tested 886>FD>throw and it worked. He loses momentum but its still a grab from an airdash... holy shit
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I... um.. huh. You know, I always felt that his airdash was missing it, cuz I know it wasnt possible before, but now that we have it... safe way to move? I... I think I'm gonna have a veeeery good time with this
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I've tried, it loses to 5HS, or at least trades unfavorably, as I was saying. Its a game of PRS that is entirely her favor and not very hard, considering she only ever has to really use 2 of 3 options.
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I wont disagree with anything other than someone saying El falls apart on defense vs Bedman. Her 5HS can catch you comin from our normally best 45° angle for airdash pressure, and her c.S can take out alnost anything else. Makin them block task A without a YRC is an end to pressure which is actually bad cuz vs her neutral is terrible, not to mention her 2HS can low profile it from any non point blank lvl 3 or higher move (meaning she can low profile 2HS>task A.
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Personally, I'd do c.S>f.S>6HS>236P if I just wanted a side switch. If they can mash 2/5P regardless, I'd rather keep them in the corner and not myself. c.S>5HS>s.981K or j.983K may screw up any reversals they wanted to put in, and yoy could input j.D and task B away or block/continue pressure. You'll probably get a lot of people scared of this if you can do it consistently, so after a while it might be best to use 5K>c.S>f.S since all those moves are jump cancellable Somethin I started doin lately with pretty good success. What do you guys think of round start 5K? Most low hitting pokes either mutually wiff or get punished at this range, which leads to immediate corner with 2H>2369S
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You can actually bypass the air move entirely and do 882>2K, but this is pretty tight. Also, dunno if this would help, but j.K>5HS is also possible on crouch, but the lower level means you have to hit like rigjt when you land
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Some more cool funny tech. Crossing up with back float after 5HS (2) will make his dp wiff if he uses it.
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Safejumps are pretty simple, but some of our move info isnt even finished, so I guess it wouldn't hurt. Honestly, lookin at the wiki, I've been wondering what the hell the actives on air task B mean. 6/6/2004? You're telling me the last hit has 2004 actives... riiiiiight xD