rubedo777
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Everything posted by rubedo777
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So who are the top Japanese Bedman players I should be watching aside from Tsubu and LOX? They are pretty much the only ones I'm seeing in the video thread and the LOX videos are pretty old (and to be honest, there aren't many recent Tsubu videos either). Is Bedman really this underplayed in Japan? Edit: can someone explain what is going on at 1:59 in this video? https://www.youtube.com/watch?v=7mwbo4X4F_0 He does YRC, then Task C and somehow teleports to the other side. How?
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I wish I could use the replay function...but I don't want to have to buy the character just to do that. I'm not sure what his 6H is but is it the one where he runs/dashes at you with a slash? There seems to be two versions...one of them goes behind you I think. I really don't know because I don't have the character to test him out. Edit: I'm using Ramlethal and will be using Bedman sometime soon (still tinkering with him).
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Someone please explain this character to me...as someone who is constantly fighting against Leo players, I don't have a clue what they are doing. It seems everyone is just mashing all the buttons and everything just links together. I can't tell when strings end and the next ones begin, there seems to be no end to it...what is going on with this masher character?
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[P4AU] The Problem With Projectiles vs. Yukari Takeba
rubedo777 replied to mixedmethods's topic in Shadow Labrys Matchups
I'd like to add a few things. - Her dp doesn't "beat" the grab setup, just escapes it. Her flip attacks (that make her jump into the air) can also be used to escape. - Yukari's 236A/B(the projectile) is completely nullified by your persona, even though it looks like the animation continues onwards. That means you can stand behind your persona and not worry about it (Asterius doesn't even have to block it, just get in the way I think) - If for whatever reason Yukari does the the arrow super (like to save herself after a blocked dp), you shouldn't block it. You should roll it and then 2B fatal (you have enough time) for maximum punish potential -
What are these arrows and stuff appearing after some moves? How do they work?
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Is there a specific post here or somewhere else that summarizes each of his normals and special moves and what they do? The wiki is very incomplete and I don't want to read every post here to find that info. When I first saw this character, I didn't really understand him but now that I watched higher level play, I'm very intrigued...I'm currently using Ramlethal and having a hard time (mainly due to her hard combos) and I'm really liking Bedman from what I see so I might make the switch.
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[Xrd] News & (Theoretical) Gameplay Discussion
rubedo777 replied to Shinjin's topic in Guilty Gear General
Not sure where to ask this but is there anyone in the Toronto area that has been able to get a physical copy of this game? EBGames has told me that they never accepted preorders of the game, never received the game and that they've sent numerous e-mails to the headoffice asking about it and got no responses. I can't find this game anywhere in my area... -
I did it, seems much easier this way because they are not so high up. After 2B though, I still haven't been able to do it.
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Some additional questions... You can add in a jB after the jc, for additional damage. It also makes your combo travel further and possibly closer to the corner. The damage is 2058 and the opponent doesn't seem to tech any less faster after the j214B so I'm not sure why the jB is missing. Is there a way to make this combo more consistent? If Margaret isn't high enough (with respect to the opponent), the j214AB misses (going underneath them). Really frustrating. I let Margaret jump as high as she can in the jump cancel but it still isn't enough sometimes. Are there videos of these combos that use j236CD? I can't picture what this combo would look like to be honest and when I try this, no j236CD ever comes out after my jD...I don't really understand this combo. Edit: oh I see, was doing the j236CD way too fast after the jD...still can't get the j22D/2D to combo. Edit: also I think you are missing the j214B at the end of that last combo.
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[P4AU] The Ergonomics Lab Strikes Back vs. Mitsuru Kirijo
rubedo777 replied to mixedmethods's topic in Shadow Labrys Matchups
I use sweeps at ranges where 5A might be used, but sweep does not counter droit. -
[P4AU] The Ergonomics Lab Strikes Back vs. Mitsuru Kirijo
rubedo777 replied to mixedmethods's topic in Shadow Labrys Matchups
According to the frame data here: http://www.dustloop.com/wiki/index.php?title=Mitsuru_Kirijo_%28P4AU%29 Coup Droit is anywhere from -14 to +9 on block, so I don't see how it's punishable by Shabrys at all distances...especially since her 5A is 7frames startup. Looks to be safe at almost all distances. -
my psn id is rubedo777
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So where is this room? I don't see it (and to be honest I don't think I've ever seen it).
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I have some questions/comments about some of the combos in Inahk's combo list... Honestly I think this is the best meterless route...the 5Ax5 gives a lot of meter and burst back. The only risk for me I notice is that sometimes the 5A whiffs on crouchers (depending on distance), which can be punished if people are aware. The problem I'm having with this combo is that I always seem to be out of range for 236D. I tried late and early cancelling the normals before it and just isn't working. What's the trick? Nice, I had tried this before and the second 5C wasn't hitting and just assumed it wasn't possible...didn't know you could dash up and reach in time. Evertime I do this combo, I get 3793 damage...how are you getting 50 more? Mine is doing 21 hits, the 2B is doing 4 hits as stated.
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I'm up for giving people experience with Shadow Labrys, as there aren't many people that play her... I'll try to stop by this Friday.
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[P4AU] The Ergonomics Lab Strikes Back vs. Mitsuru Kirijo
rubedo777 replied to mixedmethods's topic in Shadow Labrys Matchups
Droit is not very reactable though...jumping around pre-emptively for a lot of the match is silly and can get you equally punished. Anyway SLab 236236D super can punish bufudyne super if you decide not to do 2B. I don't know what else can be reliably done about coup, though this clash could have been useful. -
I think this is 7-3 Margaret...Margaret sweep, 236C can shut down all of Liz ranged options and you can even react to EX lasers and the fire with AoA to punish her. I don't see how it's remotely even. Because of this Liz can't really play her ranged game much and has to jump around...I think her floaty jump makes it easy for Margaret to shut her down.
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[P4AU2] Rise Kujikawa Loketest Changes and Discussion
rubedo777 replied to RurouniLoneWolf's topic in Rise Kujikawa
to be honest I almost never catch anyone crouching with jB unless I did an airdash very low to the ground (from like, a fake empty jump), in which case at that height you can probably hit them with jA instead. Almost always if I catch someone not blocking high, it's from the jA hitting after the jB, not the jB itself. -
[P4AU] Rise Combo Thread Updated 8/1/15
rubedo777 replied to Tecta1Eastside's topic in Rise Kujikawa
For throw, this one is better: throw, 2B(2), 5B, 5C(1), hop (B, 236C), 2A, 5AAA, 214A, 236236B - 3819 And as for the other combo, it seems hard and most of the time they drop out before the third 5A in the autocombo...there is also a typo, should say 2B(1) instead of j.B(1). For the corner crouching combo I use: 5AA, 5B, 2B(2), 5C(2), 5B, 2B(2), 5C(1), hop B, 5AAA, 214A, 236236B - 3782 Doesn't require any meter (aside from the super). -
[P4AU] Rise Combo Thread Updated 8/1/15
rubedo777 replied to Tecta1Eastside's topic in Rise Kujikawa
I need combos off of airthrows and dp->risette field. My airthrow combo is currently: Airthrow, OMC, 2B(2), 5C(1), 22A, 214A, run forward jB, dj(B, C(1), 236C) - ~3040-3127 Maybe there's better -
[P4AU] The Ergonomics Lab Strikes Back vs. Mitsuru Kirijo
rubedo777 replied to mixedmethods's topic in Shadow Labrys Matchups
I wish there would be some discussion on this matchup... I found out something that should be looked into more...before A/B coups were a problem for Shabrys but now instead of jumping around hoping to avoid one, you can use the new chain knuckle move to clash with it...cancel the clash to 2B to fatal her, though Mitsuru can cancel the clash herself to save herself. Some interesting scenarios can come out of this. -
[P4AU] Rise Kujikawa Gameplay Discussion
rubedo777 replied to RurouniLoneWolf's topic in Rise Kujikawa
To whoever wrote the Rise wiki: http://www.dustloop.com/wiki/index.php?title=Rise_Kujikawa_%28P4AU%29 There's some things I want to correct: 1) There actually is a difference between her C and D Risette Fields. The D one has longer startup but has quite a bit of startup invincibility (though not full). You can see this easily by making Rise do both moves (as a cpu dummy) on top of Yu and then making Yu mash dp. If you mash it, his dp will go straight through the D version though if Yu waits as much as possible, he can then hit her with a dp. The invincibility is pretty useful in some cases, like against jumpins where you will get stuffed out of the startup if you use the C version. 2) The CD Risette Fields has much faster startup but i don't think has that invincibility...the startup is much faster than C version. You forgot to mention that the orbs are active for a much shorter time than the C or D version. 3) You can combo into Rise Live on Stage from a detonated orb...the way I typically do it is let the first 3 orbs hit, then roll forward so the 4th detonates (from the roll input) and you input Rise Live on Stage the moment the explosion occurs. The purpose of the roll is that the detonation pushes the opponent back a bit, possibly out of reach of the awakening super. In the corner there's no need to roll, just detonate after the first 3 orbs hit. Also I'm very sure the CD version of this super comes out *slightly* faster, because I have another combo from one more burst and the timing feels much more strict using the CD version than C or D. Might want to test that somehow. 4) Hysterical Slap super is actually invincible for the full dash, you can go through a lot of things with this, It's especially useful against supers that you know the opponent wants to OMC afterwards, they won't be able to OMC it if you punish with this.