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kex

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Everything posted by kex

  1. Throw invincibility on first frames of 6HS... Thought they were afraid of creating such killing machine. Its both throw and hit invincible now. Its like DP with follow up. Yes, 5hs hitbox is little larger, but there are some characters this change not affecting too much, like Millia, probably Ky. With all this changes and weakenings of others we have new top tier.
  2. Hi guys, and today in our inconstant rubric "What Daisuke plans to cut off in the next patch" we will see two little things which i didnt mentioned there before: 1) I saw it in some setup-combo video here, on DL, but didnt see this in talks, so... Point blank Task A' (teleporting) gives you pseudo-safe crossup. It works the best while your opponent is down and doesnt have DP (but why not) and you make TK Task A' on visible height (prevents him from trying to throw and he is waiting for overhead) or near land (it causes him to HS-throw, but on another hand he will block our next low move =>>) After teleporting you have a lot of options (+9), for example 2K. Thats what was said about pseudo safe- if your attack will be too fast it will not cause opponent to stop blocking, even if he didnt changed the side of blocking. If it is not as fast, it is throwable. We still have j.D, task C for menacing double crossup, but all is about risk and your courage. 2) I was thinking a lot about throw air dash combos, and only now realised, that they are made easy not by inputing j.S > 8 > 6 j.S, but with j.S > 6 > j.S. Thats great, and means that we have Venom-like options after j.P j.K j.S >> 6 (or any move that cancels ours iardash + velocity for fast landing. Example - jump on waking enemy with j.S >> 6 >> j.S or j.P > j.P > j.P or j.K (funniest thing is several j.D on minimal height, that will be inputed easy) or j.HS>> !INSTANTLANDINGMOTHERFUTHER 2K or even 2S or throw. Clear example- j.S > 6 > j.D > j.K > j.S >! ILM =) Obvious safe setup - dejavu Task C, DJ Task B YRC. Inobvious setup- j.HS > task B air > RC > j.S > 6 > j.P bla bla bla > ! ILM Sometime I think that publishing this thing is like sacrificing it on the altar. If this things will be cut off in some patch it will be impossible for Bed ever become mid-tier. And im not offended with glich fix, used it only once for real.
  3. Thats why it is being fixed, just remind me a character but Be that would do 6HS neutral? There are no of them, and its fair fix for it. Maybe, its even too good to be true to give it huge untrowable frames- just imagine timed projectiles, which build Bedmans game, after that enemy tries to throw close standing Be and gets hit. It still will be useful, but as oki, not as neutral, which I personly spam a lot for its realy good trade options. We will just have to change it with option select 6HS/6S->2D
  4. https://www.youtube.com/watch?v=Sua01I6M7e0 Its very old video, but how does Bedman hovering there? Is it old fixed bug or something?
  5. kex

    vs. Leo

    Someone answer, please, what is Leos hits that are unblockables? I mean that hit with leg, that seems to be overhead but still staggers me. Is it only 29 frames unblock or something?
  6. Had someone already noticed there that ground Task C YRC (or purple if timed too late) while you are in the air makes bedman jumping far as Anji's as high as Order Sol? With frame advantage of RC it leads to + frames oki like Potemkins new air move YRC. Also, it cannot be canceled in air dash with 8. Whatever.
  7. Hi guys. I found something interesting while was practicing in traning mode: 1) Make any special that creates Dejavu's sign. That sign will disappear in 7 seconds, as you know. 2) If you manage to time signs disappering and make an overdrive simultaneously youll get an interesting option: 3) Sign will disappear, but you can continue to use it like it were on field without time restriction. It cannot be hit by opponent or his projectiles, it doesnt disappear if you are hit. It still has limitations as any dejavu- you cant use same Task A while another is used, you cant use more than 2 dejavu B or C at once on screen, it will disappear as soon as you use glitched special and make another sign. Also, you can make more than one glitch, if they are different Task- in traning mode I created infinite Dejavu Task B and C from 2 overdrives which could be used simultaneously. Also tested this in versus mode, it works at least for one sign. Glitch doesnt go throught rounds. I instantly realised that I can make almost infinite block string in corner like: 214S, come closer, 5HS (2hit to pull opp closer), 1HS (for long hitstun),214S, repeat. And many other funny things! Freakin dejavu out of freakin nowere! The only thing am not sure if it works while signs disappering caused not by time restrictions but if its hit by opponent. Typical setup as I see it: corner ending combo in 236S, strating to do usual things like S,HS, 214S,come closer,S,HS... 3 times. On 4th you do S.HS, 632146HS and overdrives timing usualy will match timing of sign. Repeat till death. It will be realy sad if patch fix this sometime, it could be a new tech for GG as FDK. *Let me tell you, that that tests information was written yesterday before 1.02, but dustloop were disabled in night. Am almost sure it works for now, but not still sure about. Still work in traning.
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