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OP8

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Everything posted by OP8

  1. You need to do the 2P earlier. If it hits as an OTG, they'll be able to tech and that causes your j.P or Task C to whiff.
  2. Leo: I feel like a lot of his pressure can be countered by knowing when to throw/jab/FD. His projectile YRC stuff is good, but he doesn't seem to have a lot of options to open you up. It's way too early to tell, but I don't see him ever being any higher than the lower part of mid tier. Elphelt: I think she's a really strong character. She has some decent normals, and a lot of easy combos that lead to knockdown and allow you to safely get a Berry Pine on screen. I think her Berry Pine is one of the best projectiles in the game. She can control its trajectory and to some degree when it will explode. Good Berry Pine pressure and a good Shot Gun stance is very difficult to deal with. Her unblockables don't seem too OP yet, and her Rifle stance needs to see more use. I think she could be in the top 5. Sin: I don't have a lot of experience with Sin, but against the one good Sin I've faced, his calorie meter barely played a role. He had seemingly endless pressure, and I never knew when to counter. He seems to have a pretty good neutral too. He doesn't seem to have a lot of mix up options tho. Right now I can't see him getting any higher than mid-tier.
  3. Here are a few things for Bedman on Hitbox. For easy air dashes, while in the air, just hold the direction you want to dash and tap jump (8). You can even hold your downward directions while still grounded and double tap 8 to get an instant air dash. For air dashes in air combos, I had to get used to holding the directions (instead of tapping) I wanted to go. Especially for 9. Like in his air dust combo, I would either get 8 or 6 or sometimes nothing. It kind of sucks doing his super motions, but I rarely use his supers.
  4. Does anyone play Bedman on Hitbox?
  5. Wow. It seems like you're completely safe. I recorded dash and held up with Bedman, and I couldn't throw him with Sol even after he parried my 2P. I guess I get blown up for mashing the wrong buttons. It also seems as tho you can also escape command throws even when they are canceled from the normal that was parried.
  6. I feel like if I'm fortunate to land HS(2) >1HS >, it's best to get the guaranteed damage. Especially in the corner. Yes. Your recovery on the teleport is always the same. Their recovery is based on what move they used. Example: If Sol does Gunflame YRC and just stands there, you'll teleport and be wide open to a punish. It has some uses, but it can also be blown up by smart players.
  7. After you combo Task B, make sure you step back slighlty before you use DV Task B, otherwise you'll be in range for reversal throw. Alternatively, you can step back, meaty f.S >DV Task B/Task A/JC...
  8. You are correct, sir. I was referring to his works as a whole, and not the piece you were referring to. My mistake.
  9. I don't understand this. When you do Task C, you have a very limited window to YRC. If you YRC a Task C, it becomes a pseudo air dash with limited air movement. Even before you reach the zenith of your upward movement from Task C, your YRC becomes a PRC and costs a half bar. Most of your "Oh shit" moments require a PRC and 50% meter to keep you safe.
  10. Here is what I took from these articles: "Let me start by saying, as I always do: Play what you enjoy. If you like a game then great!" - Mike Z Everything else is just opinion...personally I love playing Xrd. For the purpose of this discussion: Sirlin states his opinions as facts. I don't agree with this. Also, in general, Sirlin and Mike Z have alot in common when it comes to game design and balancing.
  11. I started using it some in my online matches tonight. I found it useful when the seal was placed in the air. Also if you use it when you are in front or behind the seal it will boomerang at odd points, and I caught a few people off guard that way. It seems like it can be useful if done in the right situations.
  12. Nice. The timing on: throw > 5Kf.S > jK jS 6 jS > c.S 236H is a little easier than the one with the air Task C plus a little more damage.
  13. These are the characters that 5K> 5HS> 236HS after a throw doesn't work on along with some fairly easy ways to get the knockdown from Task C. These are not optimized for damage. Venom Hold forward K > 236HS f.S> j.K> j.S> 6> j.S> c.S > 236HS Ramlethal f.S> 5HS > 236HS 5K> 5HS > 236HS If 5K is done too early Task C will whiff. Zato-1 f.S or 5K> j.K> j.S> 6> j.S> c.S> 236HS Bedman 4K> 5HS> 236HS The 4K has to be done as late as possible to make last hit of Task C whiff. 5K> j.K> j.S> 9> j.K> j.S> 236HS(in air). 5Kf.S > jK jS 6 jS > c.S 236H Potemkin 4K or 5S> 236HS Faust 4K> 5HS> 236HS The 4K has to be done as late as possible to make last hit of Task C whiff. f.S or 5K> j.K> j.S> 9> j.K> j.S> 236HS (in air). Elphelt 4K or 4S> 5HS> 236HS f.S> j.K> j.S> 9> j.K> j.S> 236HS (in air). Throw> f.S> j.K> j.S> 9> j.K> j.S > 236HS (in air). This gives you the knockdown and a DV Task C just overhead that can be used to keep the opponent in the corner. It's also an odd DV placement that might catch some people off guard. Throw> 4K> 5HS > 236HS. Holding 4 during the K will move you the couple of pixels away that allows the last hit of Task C to whiff, giving you the knockdown.
  14. Not many characters can walk forward by holding 3. This usually applies to characters with a run dash and [2]8 charge moves. While 3 will give you your down charge, it doesn't advance you forward unless you're already dashing.
  15. That seems like a lot of meter to spend for very little damage. I think it would be better to spend that meter on YRC's. With 2D, you already get the knockdown. You could just do Task A or A' YRC to keep up the pressure. I generally only use RC's after Task B or C as a combo extension to get some extra damage or to bail myself out after something unsafe.
  16. Hello. PSN: Op8wm1980 Location: South Carolina Character: Bedman
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