Pen_Ninja
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Everything posted by 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.
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On that last setup I think you can do ... > 214H > 236P > 883 > j.K > 5H(2) > 214H and then set up Hemi Jack on the 2nd 214H.
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Hi all, I find that Bedman has a lot of character specific stuff that can't just be classed into "heavy" vs "not heavy" in most cases. Combinations of hitbox shapes, sizes and weights all seem to play big factors in some of his extended combos and I honestly have trouble at my stage memorising a number of things, in particlular... - Does tk Task B > 2P/c.S work on a given character? - After 1H, do I need to use sj.PPS, sj.SPS or sj.PKS on this character? - What's my best throw combo on this character? So mainly to help myself out, I've made a spreadsheet of sorts to keep all this information together. I'm still going through and adding information but here it is, just in case anyone wants to use it. https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit?usp=sharing I ask that you don't edit anything just for the moment while it's still early but let me know if you have any suggestions. Via magic, I've made it so you can select the character and combos you want to see on the first tab so just use the drop-down boxes. Also, because Google Spreadsheets has a fairly limited conditional formatting function, you'll get to see all these empty blocks on the first tab just so it doesn't look like crap when you select "all information" Characters with info so far: - Axl - Elphelt - I-No - Leo - Sin - Sol I'm mainly working on characters my scene currently play first for obvious reasons but will go through them all in time.
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You need to super jump to get the turn around. When you FD is important. Bedman's air dash seems to start fast then slow down at the very end. If you FD early, Bedman moves very quickly out of the dash but if you FD late, Bedman keeps his slow movement. If you FD too early you won't go far enough. If you FD a bit later you'll cross up really quick. If you FD really late you'll either cross up rather slowly or not make it at all. I don't know if this makes sense but yeah... be aware of the dash speed at different distances and make sure you super jump.
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j.H whiff is recommended to get to the ground faster. It's what allows 3 dash instead of 2. My issue with 2H combos over 1H combos is more to do with corner carry and oki setup than it is to do with damage. You may be losing out on ~10 damage (also, I feel like it's more like 30 from memory of my testing) for the 2H combos, you're also missing out on like a 1/3 of the stage worth of corner carry that high j.K > 6Dash > j.K > j.S > (c.S) > 236H gets you. Also, 2H > j.S > j.236S leaves no immediately useful icons (what are we calling these again? :S) and 2H > 236C tends to leave the 236C icon too far away to do anything on the way up and usually whiffs on backdash all together.
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I've been trying to change up my j.D > RC combos a bit for better consistent reward recently. The problem with j.D > RC > 3Dash > j.S > 5H is that j.S > 5H doesn't work on standing opponents which isn't something you usually consider in IOH setups. I had this issue with a couple of situations and tried to find a better consistent combo to work with here. I got a standing hit on the following: - CH-ing my opponent out of them mashing probaby-throw - 5H(2) > 9j.D can be done in a way that crosses up and if your opponent holds back, you get the standing hit. Double issues on the 2nd one... j.S doesn't seem to have a back hitbox so even if I get the cross-up overhead crouching hit, I can't do the combo above because j.S whiffs. So in both of these situations, something like j.D > RC > 3Dash > j.S (j.K for cross-up) > cS > fS > (2S) > 5H > 2C > stuff works but I really want those juicy that 5H(2) > 1H combos. Solution: j.D > RC > 3D > j.H(whiff) > 2K/5K > 5H(2) > 1H > stuff This works on standing or crouching, cross up or normal hit. It seems quite consistent and such so far and I don't see to much of a reason not to use it. Has this been explored at all?
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
Quick question: Allecan doesn't work on block now... is that new? -
I'll record my solution tonight :P 2D > sj.C > j.D > ODC > up dash x3 > [j.214A]x12 > j.D > j.623B > RC > j.623C (purple grab gets broken) > air dash forward > j.2C > j.D > j.623B > RC > j.623C (purple grab gets broken) > air dash forward > j.2C > j.D > j.623B > (RC > j.623C) Edit: Here it is! :V https://www.youtube.com/watch?v=z8b4hLkR7j0&feature=youtu.be
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Sorry double post, new info Found a solution to challenge 20, it's much different to the example... 2D > sj.C > j.D > ODC > up dash x3 > [j.214A]x12 > j.D > j.623B > RC > j.623C (purple grab gets broken) > air dash forward > j.2C > j.D > j.623B > RC > j.623C (purple grab gets broken) > air dash forward > j.2C > j.D > j.623B > (RC > j.623C) so you're pretty much just doing the first bit, slowing down a bunch by setting bumpers then looping purple grabs with your remaining air dashes. The example they give you is crazy