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Skyheartxia

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Everything posted by Skyheartxia

  1. Daiji plays Millia, Koichi plays Bedman and Kazuki plays Faust so im not too sure if itll be a gravitation or not. possibly. although they dont look /too/ similar
  2. black hole seemingly drags the opponent in(?),and any other items on the screen will be dragged in too.
  3. sadly, there are no quality options. gotta have that strongnet
  4. it's on now on ustream. http://www.ustream.tv/channel/under-night-in-birth
  5. i think i got the comments mixed up, my bad.
  6. considering how much they wanted Wagner as the protagonist, itd probably be her. or the loli Waldstein they wanted. also i think the SG thing was just cross-promotion, i never really did see that going any further. well Mike Z never mentioned it going further than support.
  7. Film (Hakumen) vs Mitsurugi (Hazama) [FT10] 17th March 2014
  8. taken from H.H's highlights this week: Film (Hakumen) vs Mitsurugi (Hazama) [FT10] 17th March 2014 Film (Hakumen) vs Suuya (Valkenhayn) [FT10] 16th March 2014
  9. i only answered this for BB specifically, cause i play a lot different. (also first vote on YOLO hell yes) i play with no regrets cause i dont think i care enough about the game to learn real things. just do things with hakumen no cares ever
  10. at this point, everyone has the potential to be a selectable char, we can't really tell what Daisuke and Team Red are planning to do with the roster. but at this moment, the only NPC full in-game model not in a cutscene etc is Sin, so he's probably more likely than others, due to being... well...made.
  11. There will more than likely be many more updates. timed releases seem to work well in an arcade format.
  12. i keep double posting too, its annoying. but yeah thank you for clarifying.
  13. i thought i saw a mention of the figures being reset when patch 1.02 comes out. do you know if this applies to the 3 sections here, or everything?
  14. thats true, its very possible. i imagine it'll be 'remember when we had these dev kits on stream? well now we're gonna finish making the game' that'd be nice, for both.
  15. welp, now i feel silly you beat me to it during typing. oops.
  16. Okay so the only actual things i can provide about 1.02 patch notes is that: <edited because Ronove gave a real translation of it instead of tidbits> MoM mode: you can now buy items for the mode with MoM points these are all things i saw on twitter in regards to it. however, there are some non-fixed issues mentioned by Ruu: ( https://twitter.com/ruubri/status/445596713642758144 ) Venom's Bishop Runout does not give him tension. Axl's Byakue Renshou super has an unspecified problem where it will sometimes drop the last hit and there's one there about I-No's Vertical Chemical Love during hoverdash.
  17. Pot definitely lives around making big reads. especially so in Xrd with the bout of terrible matchups. he does have the chances to take the offensive with just as much benefit, but generally he's quite a punishing and a defensive character, from what i know.
  18. very likely to be something related to new characters, than a console port sadly. after they expressed large desires of more characters during the art stream before. (maybe Wagner might finally not just be a shoddy drawing!!!)
  19. you must have the reads of a complete god to pick him up and just play. Potemkin gives me feelings of old woman brain just trying to not block forever
  20. okay so here are bedman's specials and supers. one request for you guys, if anyone has definitive information on Bedman's black fog super, i would appreciate it. Collapsed: Bedman's Special Moves and Supers: Task A: 236P - Throws out the head. - fast recovery - hits mid - will not hit most characters on crouch (potemkin will still get hit) - can shorten the orbit by moving toward them as it will come back faster after hit. - can connect into c.S or j.S on hit. Deja Vu (Task A): 214P - shadow version of Task A and Task A Prime - 214P after 236K = much less recovery than Task A Prime - projectile will come slightly higher than where the mark is - can't do this at the same time as task a prime or task a. Task A Prime: 236K - Another version of the head throw, identical animation - noticably more recovery than 236P. - orbit is slower than 236P - Bedman will teleport if the head hits or is blocked; teleport location will be directly where the head hits - if it hits on return, bedman will appear behind them. - ground ver will teleport you on ground, air version will teleport you to the same height as the head. (you could IOH pot with a low air 236K blocked and instantly pressing H in the air) Task B: 236S - Bedman turns into a spiky spinning top and spins at the opponent; think full body rachel 3C. - Hits mid. - 1-6F active frame guard point, can be YRC'd in this time too. - often used for pressure, can be RC'd for safe pressure in recovery frames. (you could also 236S RC > throw for a cheap 10%) - Air version has a downward diagonal path. Yellow RC point is later on air version - can be used as a pseudo low altitude air dash in pressure/links Deja Vu (Task B): 214S - easy to use on ground because the seal is placed at the END point of the 236S(it will be where bedman is standing at the end of the move) - air version is trickier, doesn't seem to stick in the same place (often ends up near the start of the move, meaning it cant be used as pressure. - float version is a little more useful, a low altitude one in the corner can be used for mixups. Task C: 236H - bedman raises himself in an arc and slams his bed down on the opponent. Overhead. - ground version has some degree of guard point after startup. - air version not really a neutral tool, as diagonal means some pressured miss and bad recovery. used as a air combo ender, granting a pressure option after oki from deja vu C. - air version cannot be TK'd or used at a low altitude; must be input above bedman's head height when standing or it will not come out. - not a good anti-air, due to the way the hitbox/arc is, will often be beat out by big air pokes. Deja Vu: 214H - hits MID. this is the mixup/pressure tool we all love - good oki and mixup tool after an air Task C as an ender. - you can deja vu C and then ground task C as soon as it hits. - ideal placement is at the highest point of Bedman's double jump, so it cant be easily broken and can be used as in the area surrounding it. - will come out in the direction of the enemy, not bedman. so you could IAD over them and deja vu C for a hit behind them. Helios (clock super) 632146H - Bedman's wake up (funnily enough. see..alarm...wake up) reversal option. - Strike invincible, but not throw invincible. - no guard point in early frames etc so can be meatied. - + on block. - can be picked up by c.S or j.S depending on ground or air hit quite easily, but will not connect into 1H on close ground hit. Black Fog super 632146S - Unblockable - If hit while black fog is active, or thrown, it will fade away. (i have VERY little info on this, due to the patch changing it so heavily)
  21. oopsie, i didnt notice that. sorry!
  22. Daiji just posted a mini combo video, thought i'd share http://www.nicovideo.jp/watch/sm23094475
  23. oh wow, i hadnt realized. silly me!
  24. We never actually compiled what his moves do, so here we go: (i will post special move details tomorrow) Collapsed: Bedman's Normals: 5P: Pokes with the head of the bed. fastest useful normal he has, can be used as anti-air. doesnt seem to hit crouchers 5K: Kicks with the bed's foot. not too much range, 2K seems to be better. c.S: seems to be able to be gatling'd into from 5K and 2K. can be jump cancelled. f.S: CHAINSAWS. hits mid, not + on block, jump cancellable. 5H: whip like arms, better range than f.S. not + on block, not jump cancellable, used for close neutral spacing. special move cancellable 5D: Bedman illuminates red when he does this, so its VERY telegraphed. range is short, seems to miss often if not spaced right? (can drop off gatlings) not the best dust, at all. 2P: crouching head poke. + on block, range not so good. 2K: gatlings into H moves. good reach, hits low. 1/2/3H: a little saw comes out the ground. 1H hits in front of bedman, 2H midscreen, 3H opposite end of screen. cant be jump cancelled, but can be YRC'd. gatlings into 236P apparently? 2D: TRIP EM UP. easy to gatling into, can use Task A (236P) to end combo. also, if they are too close, 236P will hit behind? 6P: your standard 6P. upper body invincible, launches on hit, good anti. also can be used after c.S to launch. (example. c.S 6P Task C[the bed slam] for knockdown) 6H: the high speed rush, AIR STUFF j.P: a poke with the head in air. hits diagonally for some weird reason, is a fast poke with not much range. good for air-to-air when rising. j.K: bedman makes his legs look like a thorn and pokes them out. good reach, it is underneath him. good for jump ins when not using j.H. (float > dash down diagonally > j.K is good pressure) j.S: air version of f.S. decent reach, good air normal. used in a lot of combos, basic example is j.S > float 6 j.s > Task B air version (236S) (its special cancellable) j.H: probably the normal you've all seen, a circular saw comes out of the bottom of the bed. a good jump in tool, also works well air-to-air falling but not on equal level. good for diving in as it goes down fast in a downward direction. on air hit, goes into Task B (236S) easily. (cannot be jump cancelled) j.D: the animation here confuses me. all i know is it slams them too the ground. RCable into combo Throws ground throw: THE BEST THING BEDMAN HAS LIKE WOW THE GOD. 10 hits, can be combod off without RC if near corner, in mid screen if RC'd on 7-9th hit? this does a lot of damage. use it a lot. air throw: throw that nerd to the ground. okayish damage, not comboable in general. dead angle: same motion and hitbox as dust. it sucks, basically.
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