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Skyheartxia

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  1. i guess double posting isn't as bad after twelve days... HOW TO FLY: A GUIDE NEEDED BY R-KELLY PROVIDED BY BEDMAN PLAYERS. when you jump, press 8 again and bedman should do a little stop in the air and then hold 1-9 (the direction you want to go to glide in that direction.) you can do this after certain air moves too without needing a normal jump input. so JS > float 9 direction would be JS > [9] like a jump cancel from whats been explained to me. this part of bedman's movement is pretty vital in neutral and combos. so practice it when the game drops!!! **MONTH 1-2 BEDMAN COMBO LIST** Collapsed: Combo List: Meterless 2K > f.s > 5H (1) > Task B (236S) (replace 2K with 5K or c.S and it still works) 2K > 2S > 5H (1) > Task B (236S) (replace 2K with 5K or c.S and it still works) 2K > f.S > 5H (1) > 2D > Task A (236P) 2K > c.S > 2S > HS > 2HS > Task A (236P) 2K > 5H (2) > 1H > Task C (236H) (replace 2K with 5K or c.S and it still works) 5P/6P> 5S> Task C (236H) (from 6P, this works, just you get an aerial Task C) 5D~8 > JD>JD>JS > float 9 direction > JP > JS> Task B aerial (236S) (it's technically possible to 9JPJD, but they tech before Task B????[will find out more at some point]) Throw > 3H > Task A or A Prime (236P or 236K) Throw > f.S > JP or JK > JS > land > c.S > Task C (236H) (Corner only, doesnt work on light characters. especially Millia) Throw > 2P > f.S > JP > JS > float 9 direction > JPJS > Task B Aerial (236S) (the hitconfirm for this combo is f.S, just saying. Doesnt work on Venom or Zato) Throw > 5K > (JS > float 3 direction > JS)x2 > Task C(236H) Throw> 5K> (JK) > JS > float 3 direction > JS> land > 5H > Task C(236H) (omit the JK for lightweight charas) Meter Required [RC/YRC combos] 2K > f.S > 5H (1) > Task B (236S) > RC > 6H > Task C (236H) 2K > 2S > 5H (1) > Task B (236S) > RC > 6H > Task C (236H) (replace 2K with 5K or c.S and it still works) 2K > 5H (2) > 1H > delay Task C (236H) > RC > 6H > Task C (236H) (replace 2K with 5K or c.S and it still works) 2K > 5H (2) > RC > 5D~8 > JD>JD>JS > 9> JP > JS> Task B aerial (236S) (replace 2K with 5K or c.S and it still works) Throw > RC > delay JS > land > immediately JP > JS > float > J6S > c.S > Task C (236H) Throw > RC > 5K > (JS > float 3 direction > JS)x2 > Task C Throw> RC > 5K> (JK) > JS > float 3 direction > JS> land > 5H > Task C(236H) Throw > RC > 5K > (JS > float 3 direction > JS)x2 > JS > float 6 direction > JP > JS > land > c.S > Task C (236H) (gives 35% tension!!!) [Helios Related] (thats the clock super) 6H > Helios > air combo (it's craft your own here, pretty much anything works off it aerial....) 2K > 5H (2) > Helios > air combo (replace 2K with 5K or c.S and it still works) c.S > Helios > air combo (only works when c.S hits an aerial opponent) Counter Hit Combos 5D > c.S > walk under > 5S > 5H (2) > Task C (236H) 5D > 5H > Task A Prime (236K) > c.S > 5H (2) > 1H > Task C (236H) ​Air CH Combos (Midscreen) JS > float 6JS > Task B Aerial (236S) (basic air-to-air JS CH combo. its perfectly possible to just JS CH > 236S if float isnt desireable) JP > JS > float 9JP >JH > Task B Aerial (236S) (if the opponent is close to the ground Task A Aerial (236P) works better for neutral after combo) JP > JS > float 9JP > JD (you can apparently Aerial Task C after JD to catch air tech????) JP > JS > float 9JP > Task C Aerial (236H) (does not work on venom or lightweights.) c.S air hit > 5H (2) > sjc > JP > JK > JS > 9JP > JD c.S air hit > 5H (2) > sjc > JP > JK > JS > 9JP > JH > Task B Aerial (236S) ​Air CH Combos (Corner) ~JP > JS > float 6JS > land > c.S > Task C (236H) (whilst not specified, this comes off any thing that starts with a CH and launches and requires a super jump cancel to land the JP. example c.S air hit counter in corner. used to punish jump out button pressers apparently works on baited reversals. also possible from a close range 6P air hit CH > 5H (2) > sjc)
  2. fafnir being safe? yeah thats an Xrd specific thing.
  3. its not a hop motion but you can use but yes, Vatista Dash C does become airborne. and the yuzu hop move, ive never see it used for throw baiting, usually cause she's in a stance in neutral or is doing pressure when hop is used.
  4. yeah the player you're thinking of is Jikangire (Time Upper)
  5. well, they do want to develop the story, thanks to currently Non-playable characters/art streams its something they'd /LIKE/ to do it seems whether it will happen or not, it depends.
  6. lol, Radiata and Reflecta puppet zoner characters. hilarity would be amazing. also, imagine how bad fillia would be with her tiny normals. :P also blah blah ive been meaning to do some sort of transcribe of this but, incase people missed it UNIEL JP WIKI (and UNiB 1.06 stuff last time i checked) http://www18.atwiki.jp/un_inbirth/ has movelists, combos, and basic matchup notes also there is a link to the bbs there please read the akatsuki one its hilarious
  7. brb just gonna sit in my uncomboable overdrives corner (daisuke pls make Helios more than just a mashable reversal)
  8. sounds like most characters in the corner haha. i hope people overcome the struggle though. she has potential.
  9. they like to change their names at least weekly on arcade. i have trouble keeping up with whos who honestly myself
  10. yeah i see what you mean. gotta optimize that money.
  11. SPRING HEEL JACK
  12. Bedman has a lot of styles he can adapt to for a player; (see LOX rushdown make you cry, Tsubu's zoning/INTENSE PUNISH GAME [he can punish Ky 6K with teleport dash throw for gods sake] and HellDoll's strong combos/mixup) i feel like his weakness is that his defense is lacking, even his 236C has very little guard point and isnt really a good reversal its more of a pressure/ air mode combo tool. But, many people like Koichi drop him because his seals/setups are specific and require a lot of adapting. if you can get the setups and neutral, you're good, his combos arent too hard. i just feel like a lot of people who had characters hoping to make it in went to an easier character to learn the system (Ky/Sol) also hes a bishie guy and not a young lady so hes instantly lost an audience haahhaha. but really, hes a strong character with SO much more potential to him. every weekly i see tsubu learn something new, become better. EDIT: what i actually mean with koichi dropping him is when he played him he seemed to drop a lot of pressure and setups along with whiffed 1/2/3HS moves a lot, so that might be the reason
  13. yeah, it's rather inaccurate. player lists are probably more reliable, because they dont take all skill levels in at once. it can sorta help with detecting bad MUs, though, if its noticeably bad on there.
  14. oh thanks! thats pretty smart. gonna try and learn this today
  15. im a little confused http://www.nicovideo.jp/watch/sm23344905 shouldnt this be an OD cancel?
  16. 16th April 2014 Meidai Monte Carlo 50 arcade https://www.youtube.com/watch?v=QhO5zAboPRo GURE (Ramlethal) vs Eternal (Slayer) https://www.youtube.com/watch?v=-o1HI5NxxAE Trencher (Ramlethal) vs Matsuhisa (Axl) https://www.youtube.com/watch?v=DV40Fy6sSvQ GURE (Ramlethal) vs Efute (May)
  17. all of hakumen's normals should have Giant Ornstein spear range/hitboxes everyones just gotta mash that 2A on wakeup!
  18. Sol can YRC gunflame in pressure, but he seems to be the only one who can do this. it requires a specific timing too.
  19. Bedman seems to have a good matchup against her, from what ive observed. Teleport ball is so strong versus her. its pretty cool. but she seems strong and stuff. she has potential just gotta let people find things
  20. hahahahaha beautiful (he has a little more guts than zato, because he can survive a DI Ground Viper full hit. but nothing remarkable.)
  21. you could see how much his knowledge of that matchup helped he was literally stopping everything Ogawa could do.
  22. from what we've seen, not really? her only challenge seems to be placement of her bats. think Bridget yoyo
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