Pen_Ninja
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This combo works on everyone except Venom.
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Wouldn't be surprised if hut throw frame advantage is based off like a point blank hit. There's no way it's not plus on block if it hits on the way down, even standing hut throw. Edit: It's plus a bunch if it hits anywhere but point blank
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[CP/CPEX] Fu-Rin-Ka-Zan controls + nail combos
Pen_Ninja replied to Mr.Ownage's topic in Bang Shishigami
I was having the same FRKZ problem as you. My solution was to start inputting specials later that I usually would. It works pretty well and I'm just not sure why. 6C > j.D > j.236C still works but now that you don't re-jump for the nail it whiffs on some characters. Try 6C > IAD j.C > j.D > j.236C instead. -
Uhhhhhhhhhh... Not a situation I'm familiar with. I'd say probably 2H > 88 > delay 6Dash > delay j.S > c.S > (5H) > 236H Maybe more for character specific stuff... Maybe you can get some j.S > 3Dash j.S loops in? you might have to 6Dash > FD cancel > late j.S to get low enough?
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Poison nail effect duration seems to be a lot shorter than before. Any idea if it does less damage now or whether it just does 800 over a shorter amount of time? Maybe there's some other rule in place.
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Yo, wanna link this on that wiki page? https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit#gid=1360412278
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This happens because a move can't hit 2 things on the same frame. Hitting a DV seal and Bedman at the same time is not possible so the move hits the DV seal on active frame 1 and remains active to hit Bedman on frame 2. Sin's DP only has 1 active frame so there's no 2nd active frame with which to hit Bedman. Not sure why it requires you to use a special though. It shouldn't really...
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I don't recall anyone mentioning it but you can see it around 37:03 in the video Darkrush posted in this thread above. https://youtu.be/vPViovh2YPw?t=2222
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Wowwwww So excited for bumpers in this version. I guess this is the trade-off for them disappearing after 3 uses. Otherwise you'd have like permanent pseudo-FRKZ for the cost of 2 nails.
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You can usually get 5H(1) after cross up j.K sometimes but there's so many variables. Sometimes 2H whiffs or 236S doesn't combo because of spacing reasons that all depend on - Character specific hitboxes - The initial spacing before the air dash - The different speeds and distances of air dash depending on when you hit FD - How late you hit j.K - What colour underwear you're wearing that day It's a big risk to go for those confirms because there's so much to think about and you really have no time. -- I found a few setups for moves hitting one side and Bedman landing on the other side but the issue is that they're all spacing dependent and obviously fail if your opponent touches FD at all.
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I was having trouble with this. The only consistent thing I could find was j.K > 2K > 2D
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Thanks for your words, it really makes it feel worth the time spent :)
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That spreadsheet of Bedman character specific stuff is pretty much done now: https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit?usp=sharing Give it a look over. Maybe nobody wants it really... but I feel like it'll help me and since I've already made it, I'll make it public. Let me know if you have any suggestions.
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Pen_Ninja replied to Skyheartxia's topic in Bedman
Super begginner-wise: - end a combo in a seal (or not) - re-call the seal (or not) - jump and do one of the following as they block it (or as they get up) - 3Dash > j.H (whiff) > 2K > 5H as a low option - 6Dash > j.K > j.S as a high option. -
Cool yeah, these are the things I wanted. I know tk 236S is odd on some characters and j.P or j.S before it and other such stuff can make it work/more consistent. what I'm looking for is a quick way to check who needs j.P, who needs j.S, etc. sorry there's been no updates recently, I've been interstate as part of a work thing so I've been lacking opportunity to play.