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Everything posted by NecroTheReaper
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Since 2P pickups after ground task C are height dependant, I'd think if you did 6P>c.S enough times (or a string to get them at max height) you could do 2P>c.S>ender
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You "can" safejump with any air normal cept j.D. the way it works is after a knockdown, jump towars them and hold back+air normal (my usual is j.S for its blockstun and combo options on hit). So in notation it'd look like 2D>walk>9>j.4S>(FD). As long as you land close enough to the ground to have your normal recover before their dp's actives come out, it should safejump. You also have to make sure it hits meaty. Any dp can be safejumped like I said before, but Sol's is very fast and he has an average wakeup time. Elphelt's is also very fast, but its poop. The faster the dp, the harder the safejump (though Ky's is hilarious cuz it wiffs on most anything that low profiles). Safejumps DO get beat by wakeup blitz though, and getting blitz'd can suck VERY bad. Mic it up with empyt jumps or deceptful float usage
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I think they're scattered, but you can easily safejump any dp off of 2D or task C enders. Really everything stayed the same. It just got better. Your mixup is still good, deceptful uses of float, moderate 6H use, tick throws, and IOH. Though, it is much more rewarding to frametrap with 1/2HS because its safe now with jump cancels.
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That's actually very interesting. So as long as you RC while a tele is out, you may get a free in AND a hemi setup. It'd suck if they DAA'd or bursted, but still.
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Can you actually YRC hemi too early?
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
NecroTheReaper replied to Skyheartxia's topic in Bedman
Grab combos seem like they'll really make him scary in the corner. Task C kills jumpers and task B kills low profile (mostly) -
So, I went through and tested 3 seal dust combos on all characters, and the problem characters I'm seeing are Sol, Sin, Slayer, Pot, Axl, and Bedman. Everyone else, one of these worked on 6D>c.S>5HS>236K>c.S>5HS>1HS>2369S>2P>c.S>236HS 6D>c.S>5HS>236K>c.S>2H>2369S>2P>c.S>236HS 6D>c.S>5HS>236K>c.S>f.S>2S>2HS>2369S>2P>c.S>236HS Sometimes I've had to use 2367S for tk task B and sometimes I've had to use 2HS in a situation where 1HS will hit because of its different knockback. If anyone has any tips on the problem characters, it'd be much appreciated
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New Smash Bros for Wii U and 3ds
NecroTheReaper replied to Kyosuke Kagami's topic in Misc Fighter Central
I think its actually jumping and immediately throwing an item so that you get to dash up into followups. If you dont, there's some lag after throwing an item. Typically I see it as glide tossing... wait, I just realized I'm actually talking in smash. -
You'd need them not doing anything for 100f (hemi startup+recovery according to wiki). If you discount the rough amount of time that they're doing waking up (~50f), you'd have to keep them blocking for at least another 50 frames. I dont think that setup will fill up another 50f. My math as far as Bedman's total recovery during hemi may not be righr, but even so, a single DV isn't gonna stop them from flat out mashing on you
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This works on a lot of the cast, but its pretty tough timing wise. xx>2HS>sj.9>j.3P>236HS>(2P>c.S>236HS) Just following the first part nets you a solid task C k/d, but the rest gives you better corner carry and damage
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Also I've had luck with the fact that his j.S can be poked out of quite easily from my experience. Feels like the hurtbox extends out before the hitbox, so I've hit him with 5P and j.P, sometimes 6P. It helps at neutral since j.S has huge range and brings you midrange
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Use to just sj Task B YRC to close in, but that wont work anymore, will it? Actually havnt played much of this MU since the patch came out, but before I felt it was pretty easy, mostly because of his up close game. I can see his pressure getting stronger with rensen YRC, but before I thought it was pretty even
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Really I only use 6HS for YRC. It has a huge YRC window now, and it can be YRC'd before or after you cross up quite easily. I kinda hope that in the future, 5K's foot invul gets a bit better so that you can beat low mashing.
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So, it might be just because its easier to do, but 6HS YRC feels stronger than before. It actually worked on LostSoul who was consistently mashing out my grab attempts (cept for this one round which all my mixup was grab based lol)
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Also, if he flicks, he doesn't get rid of the head. All that happened is now you both have a projectile that operate independently of eachother. I've had a Pot player flick task A only to get hit by it on the return path
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I noticed that too, cuz I used it while training on El. It'd be awesome if they made you be able to cancel out of floats faster, but idk
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If you're gonna do a 236P RC combo, might as well confirm into dust>6236HS for that corner carry. Never tried it, so the ball could be hit or miss, but if you're gonna RC in your string anyway, could just RRC the 6H
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He's as much a zoner as any other character in this game. Really just meant to occupy space until he gets close. When he's close, its really balanced mixup. He's got an IOH, a decent high-low game, a great grab game, and decent frametraps. Really though I also struggle to define Bedman's playstyle.
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Well, part of Oki is typically people make it to where its safe and you don't have a lot of options against it. Expecting to do X option to get a guaranteed out on oki is unrealistic, even if you have good wakeup execution. Helios can help out in a lot of ways with short recovery and able to cancel out projectiles, but 50 meter. Really, just block the first mixup, cuz then they're probably gonna have to make a risky attempt to mix you up again. Also, by Sol j.C, do you mean j.S or j.HS?
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Someone tell me some anti-El tech please? This MU is gonna make me kill myself. I dont even care if I'm not in the right thread right now.
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Can someone explain to me what weakness El has that doesn't make her top? Playing against her, I cant see how she isnt better than Faust, Zato and Millia all around.
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After more testing, sj.K>j.3S works on more than just Zato and gets 20 more damage than the air task C route. I believe its worth learning for the few characters it works on
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Venom gets hit by sj.PKS>j.236HS, you just have to delay the superjump slightly. Pot gets hit by j.K>j.9K>j.S>j.236HS, May and El I've only ever gotten sj.883P to work on but its TIGHT AF. I'd almost say unreliable, at least on may ZATO: IS AN ASSHOLE. And as such requires his own route 5H>1H>sj.K>j.3S>236HS>2P>c.S>236HS
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
What I mean is that the way that combo was laid out was that it leaves a grounded task C DV seal right next to them. I'm sure that people could possibly get them hit still, but the video was practically guaranteed from fullscreen. -
Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
The legit setup displaying that didnt use a YRC though. It used a RRC. Also, he used a combo into an early task C which stopped them from moving when he used the DV afterwards, which that combo might have been only applicable on Sol (I tried it on a few other characters).