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rubedo777

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Everything posted by rubedo777

  1. What's a KD?
  2. You aren't very specific on the problem. Why can't you link them? Does the 6P OTG them? Does the cl5S after that whiff? I got the combo to work, though it's pretty specific as to where the seal is placed. If the seal is placed too close to the corner, then it doesn't work.
  3. This is not an instant overhead, the yellow flash gives you a big enough window to identify what is happening and to react.
  4. The 2369S is not comboing after the 5H for me...I've tried it many times and I don't really have an issue with doing tk moves but it doesn't seem to combo for me.
  5. rubedo777 from east coast Canada. I'm getting better but I'm sure I'm still not doing the things I should be doing as a GG player, so I want in on this. I use Bedman. I don't have a mic...and to be honest I can never hear what anyone on mic is saying, it comes out all muffled up.
  6. These changes seem pretty good...though I think Live on Stage won't be comboable anymore.
  7. Jump cancelling 5H on the second hit is one of the best ways to get into jD range, since it has a vaccuum effect. It's a particularly good thing to do if you often go for sweeps.
  8. Venom is missing too, which is proably one of the harder matchups
  9. I got: 6H, 236P, RC, j(66, K, S), cl5S, f5S, (236P hits on return), 6H, 236S, for even more damage...196. Doesn't seem to work on May (she's too short) and doesn't work in corner... Edit: You know what, this doesn't work on many crouching characters...I think yours is better and more reliable for that.
  10. Can someone please compile the combos into one post? getting tired of rereading all posts to see if someone hasn't already mentioned something... Not sure what the best midscreen combo is with RC. Alkipot mentioned some damaging combo (which is actually just the trial 36 combo), but this one does more damage. 6H, 236P, RC, j(66, K, S), land, cl5S, 5H(1), 2H, 236H This combo is much easier to time than the trial 36 combo and does slightly more damage. Is there anything better midscreen? Edit: damn, this is very character specific...not working against some characters. Works on Sol, Sin, Faust, Slayer, Axl. The 236H drops out against Millia, Chipp, Ky, May, Elphelt, Potemkin, Ramlethal, Venom, Bedman
  11. Yes Tiamat and I posted about this in the combo thread...pretty much came to the same conclusions. Anyway, what are some good pressure strings using airdashes with Bedman(that can lead to combos)? I've come up with: j(6, K, S), 2K j(K, S, 6, K), 2K j(6, K, P, P), 2K j(S, 6, K, P), 2K j(S, 6, S), 2K j(83, K), 2K j(83), 2K However, I've seen Tsubu and some others do more complex strings, that might have to do with using 89 in the airdash into a very quick air normal but I can't do them...and I'm not even sure how they're done. I'll post up the videos and timestamps when I find them again.
  12. It's not really something to do as a reversal, since it seems the parry part of the dash has a little bit of startup.
  13. At the worst case it *seems* that they can wait it out and then start pressuring you when you come out of the dash, but atleast you will be out of the corner or out of the situation where you are forced to block and eat a mixup...and there's a good chance they may have already started running toward you, not expecting the teleport dash, which means you'll be out free. I think trying to parry pokes is too risky with this, since if they do nothing, you will just get the normal ground dash which is NOT invulnerable. However, for obvious things you see and can react to like projectiles that put you in blockstun or can be chased after (Ino, Venom, Sol gunflame, some other moves) it seems like a really good tool. This can probably be pretty good against Potemkin flicks too, if he's chasing after it...depends though. You don't want him waiting for it so he can potemkin buster or 2K you (putting you in a guessing situation), have to be smart when using it against him.
  14. Yes but I said that the teleport seems to have NO strike vulnerability, you can block immediately after the dash ends...I tested with the cpu mashing 2P after some move that the cpu would recover first from (like Ino's projectile), the cpu was never ever able to hit me after my dash teleport ended. I'm not sure if the recovery of the dash is also throw invulnerable, trying to test that but having some trouble doing that without a second human player.
  15. So have more people been using the parry dash to get through projectiles and other pressure (gunflame, etc)? To be honest, I don't see any reason not to go for it. The timing is actually not hard (I thought it had to be precise, but actually you can do it way earlier). The dash seems to have complete invincibility and puts you in throw range, so you can try to throw them or just block...I think that's always better than being stuck in the corner and having to face a mixup after say, a blocked Ino or Venom fireball. Is there a way the opponent can blow up this parry dash?
  16. I did some testing on this basic combo: 2K/5K/5S, 5H(2), 1H, 236H Against Sin, Sol, Slayer and Chipp, you have to delay the 236H to not get that third OTG hit. Against Bedman, I can't find any way to prevent that OTG from happening for that specific combo. Against Elphelt, Ky, Potemkin, Axl, Ramlethal, Venom, Eddie and Faust, if you do the 236H with no delay, it will do three hits but the last hit won't be an OTG...which is good. Don't delay against these characters Against May, Millia and Ino, it seems that the third hit of 236H never occurs? Against Faust, Potemkin and Bedman, you can add an extra attack to that combo (like a f. 5S) and still get the 5H to combo for 2 hits Against crouching Ino, May and Elphelt, the second hit of 5H whiffs Can anyone test all these things against Leo? I don't have that character. Keep in mind that all of the above is just for that one combo though. If you're comboing into 236H with some other combo (like say, some RC into 6H, 236H), it may or may not give you that third OTG hit.
  17. It's a general thing, has nothing to do with Bedman.
  18. Alright well let's compile some things then. I really like this character (switching from Ramlethal) and I think I'm going to stay loyal to him...even if he's low tier and underused. Edit: Anyway some combos mentioned in the first post that are outdated: 1. 5D~8 > JD>JD>JS > float 9 direction > JP > JS> Task B aerial (236S) I think this is the tutorial combo but there is a better one that does moderately more damage (and builds more tension): 5D~8, J(D, D, K, S, upforward, K, S, 236S)) 2. Throw > 3H > Task A or A Prime (236P or 236K) Can someone verify what this is supposed to be? If not...just remove? 3. Throw > f.S > JP or JK > JS > land > c.S > Task C (236H) I think this is a typo...should be: Throw, f.S, j(K, S, forward airdash, S), land, c.S, Task C Not sure if there are better combos than these for those situations...still learning this character.
  19. The first post needs some major updating...the combos seem outdated and some just don't seem to work (or maybe they are oki/meaty setups, it's not really stated). For example: Throw > 3H > Task A or A Prime (236P or 236K) What is this supposed to be exactly? A combo? Setup? It doesn't combo for me and doesn't look like much of a setup (compared to other things you can do).
  20. It doesn't seem that anyone has mentioned this but you can combo off of air task C but only if you do it from very high in the air? Something like high air task C, 6P, 5S, task C for 120 dmg on Sol high air task C, 5S, j(K, S), upforward(K, S, 236S) for 130 dmg (but no oki) It seems if you do air task C from lower, they just don't bounce up and you can't combo afterwards.
  21. sometimes my task C ends up doing 3 hits...the third one resetting them in the air. I'm not sure exactly what is causing it to do that extra hit at the end (for low damage) but it's ruining my oki. What do I do about it to make it not do that.
  22. I really like this Sabamisu Bedman...nice site, this should help a lot.
  23. There seems to be a real lack of recent Bedman footage...can't really find anything that recent but I did some matches from Arcsys Revolution Cup, August 30th. Nakasu(Bedman) vs. Hase(Slayer) https://www.youtube.com/watch?v=1KkGDE7sv28 Uki(Sol) vs. Nakasu(Bedman) https://www.youtube.com/watch?v=ojS046nM-8c Daiji(Ramlethal) vs. Tsubu(Bedman) https://www.youtube.com/watch?v=I2eYT3yjuwk Tsubu(Bedman) vs. Nakamura(Millia) https://www.youtube.com/watch?v=rbg8nu4RKZw Anyone got recent stuff?
  24. Just adding for completeness... you can do 6P, 5S, 6P, Task C if they are low to the ground when it anti-airs...harder to do against lightweight characters it seems, the task C won't combo.
  25. A question about some of the missions...the ones that require "command movement", which is like a jump cancel, such as mission 29. Is there some trick to getting the normal after the command movement to connect? The airdash he does takes too long and I find it very hard to combo the attack afterwards. I can't seem to cancel the dash's active frames into an air normal.
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