rubedo777
Members-
Posts
249 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by rubedo777
-
So with all the buffs to Slayer and Bedman, I'm surprised one of them aren't in the top 5... Any comments from top JPN Bedman players, like Tsubu?
-
About empty airdashes...you should be doing an air normal that is too slow to actually come out. If you don't, it takes longer for your airdash to complete (and Bedman will kinda float to the ground). So when I do my empty 883 or 882, I use jD
-
I don't know about that. I use superjump 883 (or 882 or 881) for jS because jS has longer startup and usually can't come out from a normal jump (unless you are dashing forward of course)
-
So regarding jH...a lot of people use 886H, which generally results in all 6 hits connecting (sometimes less) and allowing you to combo after it. The thing is that it isn't really that deceptive (if you know how to block). I've started using superjump 883H and that is much harder to block. It does 1-3 hits depending on spacing, comes down very fast and it's really hard to determine when it's time to block low...heck it's even hard for the Bedman player to determine when they should input 2K. I think this has some applications offline (whereas I honestly don't think 886H should be hitting anyone offline).
-
You can't actually punish the dash on guard point because it has zero vulnerability frames (to strikes or throws). Best thing for Venom to do might be to air dive from above as he teleports.
-
Venom uses 6H in neutral. So does Elphelt. Pot can as well, and other characters I can't think of at the moment. Anyway I don't abuse 6H too much...I like doing it sometimes after 236K connects, and in some cases after fS which I think is a good frame trap (also if you YRC it, you can get in close and throw). Also use it on opponent's wakeup, but that's about it.
-
So...no good combos on lightweights after throw?
-
j214AC works for me all the time...not sure why it's too late for you.
-
Ah yes, forgot to mention
-
Anyone got good corner combos against lightweights? Something better (in terms of damage and tension build) than the typical 5S, 5H, Task C. Against middle and heavyweights, I use j(K, S, 66, S), land cl5S, task C. Doesn't quite work on lightweights such as Millia though.
-
After sweep I've been doing something that I stole from Shu...after sweep, do 886 into an air normal but the air normal should be done early, so that you land in front of them and before they get up. This is faster than walking up to them after a sweep and it's also more deceptive. After landing, you can immediately do 2K, jD or 6H. You can even slightly delay your jump attack so that it hits just barely (as a safejump).
-
Hmm that reminds me, now that 6H's startup is nerfed in the patch, it's going to be near impossible to use midcombo...too bad, that will mess up a number of combo routes.
-
Well the thing is there are many situations where doing task B won't hit (or 5H is out of range) and so you can only really end with sweep into either nothing or 236K...that's why I go for RC into 6H, task C.
-
I don't see many players do this except Mitsuru, but if confirm a string from relatively far off into sweep, depending on situation, I will RC into 6H, task C. I honestly think this is an effective way to get a bit more damage and better positioning with a task C seal, but I don't see many people doing it...what do you guys think. I use this a lot by the way...especially against characters that can't be hit by ground 236K (like Faust, Elphelt, etc)
-
More bedman buffs from Ho-chan 1.1 Bedman (1/3) - fS, longer cancellable time - 2S>2D link added - JS>JP link added - TaskB, longer untechable time, easier to hit opponent 1.1 Bedman (2/3) - dejavu, some glitch fix which is not important - TaskC, hitstop added to dejavu version, triggers stagger 1.1 Bedman (3/3) - clock super, wall-stick on hit, longer untechable time, blows farther great buffs I think jS->jP might be too good...
-
I disagree...first, I don't think people can react to the crossup the way it is now (if they blocked it, it was most certainly because of the no crossup "bug"). Now after the patch, they may or may not be able to block it, but if you make your pressure confusing enough, 6H should still work. The fact that it's unthrowable means people will have to respect it and it will probably still have the property of making reversals whiff. Honestly the only real times my 6H failed to work (aside from the crossup bug) was because people were mashing throw. I don't think they were even really throwing it on reaction, they just mashed the throw and it happened to work. Now it won't be the case.
-
There's no mention about whether the 6H crossup hitbox issue was fixed...
-
I was going to mention some things before since I was spectating you... You almost never use YRC 236P. This is such an important YRC, it allows you to quickly change the momentum of the match, by chasing after it with airdash mixups while they block it. Also, some of your mixups were useless...how should I explain this... In the matches I saw, you were using a lot of that pointblank 236K teleport behind trick on wakeup after Task B and C. You were using this more than you were using your dejavu seals. The reason it's not effective is...ok, most of Bedman's setups are not beatable by reversal dps/supers, because he can block/airblock freely while his dejavu moves are attacking. The existence of these setups makes competent players not really want to reversal on wakeup (since they know that it generally won't work). This makes setups such as using pointblank 236K teleport, more effective, if it's done very sparingly...when the opponent is expecting yet another dejavu setup only for you to instead do the teleport ball one...you'll get away with it like this. The way you were using it, you didn't condition them to not want to dp, and you overused it, and got reversaled through it a few times. Also, for each mixup that uses a specific jump trajectory (for example, 882), you should have multiple variations of attacks. You used a lot of 882 empty jump into 2K, but that was the only setup you had with 882. After sweeps, you should either throw 236K, or you can 886 forward. Now here's the thing...the earlier you do a jumping normal during your 886, the faster you will land to the ground. If you do sweep into say, 886H, you will land quickly and right in front of them, before they wakeup. From here, you can do whatever mixup, like 2K, jD, etc. You can also do the jH (or whatever jump normal) during 886 late, so that it actually hits them on wakeup instead of whiffing. Have to mix things up. You aren't offensive enough with Bedman. Against bad players you might get away with staying back and zoning them out but you can't keep doing that against good players, your damage output will be way too slow in comparison to theirs. When you have the opportunity, you need to get on the offensive and don't let them breath. These guys don't know how to block, don't do jH so much....well, it's hard to really tell you that, because if you do it against them, they will most certainly get hit, but it's a bad habit at higher level.
-
Yeah it's safe, puts you right in front of them with a seal, before they wake up. Perfect range for 2K, jD instant overhead, 6H, etc.
-
Alright in this video, https://www.youtube.com/watch?v=JTONOo421hc 9:53, what is that jump normal that is used? It comes down really fast and it's hard to tell what it is. It also makes a strange sound and it happens to do 2 hits. The only thing I can think of is jH...in any case the way it worked here was pretty surprising, i'll have to play around with the trajectories after YRC.
-
Something more critical...why are you playing against 0 bars in ranked? Really, with 7+ frames of delay, it's all meaningless.
-
Millia and Ino, pretty much...and netplay Ky (not really because of the matchup but because of greed sever scrubs).
-
I recommend air task A...if it negates the projectile, you can just do another air task A coming down...repeatedly. dash parry is pretty good against the note.
-
I haven't paid too much attention to the amount of tension gained but keep in mind that combos that require you to walk forward or airdash, will give you more tension, so try to incorporate that if possible.
-
Here's a clever combo that I saw Shu use in a match... Basically for instances where you throw out a projectile from relatively close (like say, some string into 2D into projectile) and you YRC it and it hits a standing opponent. The combo is: 236P, YRC, 886(K, S), 2K, (projectile hits on return), 6H, 236S At first I was like, why does he use 2K and not something more damaging that also links into 6H...well, it's because 2K is a crouching normal and when Bedman crouches, it makes the projectile return closer to the ground. If he was standing during that combo, the projectile would whiff even on a standing character. You can see it here, 7:03 http://youtu.be/_NJRjnTceqY