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Everything posted by daymendou
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Wirya is correct. In the tweet, Hase writes it as Foot2 but our convention is to use (2). I think it would be more consistent to use 5D and 6D for the two ground Dusts to avoid using (). We use [] to indicate holding a direction, such as long dash 6[6], but there are few instances where it's needed. I'm wondering whether the extended 2D hitbox might make it worse as a frame trap. If it hits further, that should mean it hits during earlier active frames. On the other hand, it would make a tighter block string for more reliable pressure and security against Blitz.
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Shaky cam footage of the Dacidbro-BeautifulDude FT5 in Xrd https://youtu.be/pGz53YK_yZo
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Impossible Dust style combos from Hase. Might be 1.1 only 6D > j.K > dj.SHD-2K, D-2K, PD > c.S > j.SHD I-no, May, Sin, Elphelt 6D > j.K > dj.SHD-2K, KD > c.S f.S > j.SHD Chipp, Potemkin. Axl, Bedman Edit: Thinking about it, it probably is 1.1 only, made possible by the dash momentum change
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I really should have more than 10 hours of training mode after 2000 matches, but I don't. I'm trying to grind wakeup reversal BDC timing through matches instead of just sitting down for a few hours against a dummy recording. I should learn how to 236236 from P2 side but I gave up when I was just starting out. I really should take written/typed notes instead of keeping everything in my head, especially if I start picking up another character or even try to teach someone my character.
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I really thought that Birthday Train line was "I'm looking to marry a wife" Also, Icarus?
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Tanabata Vs Mugen (Sol) Game 1 Game 2 Game 3 Training Mode @4:33:15 he tries ending a combo with K Pile > Undertow reset, gets Undertow RC > K Pile > Dust on May Later he tries CH 6P > K Crosswise > 6H K Pile but he can't get the K Pile Personally I really like patient Slayer play. He used Dash/Backdash YRC as a sort of Faultless Brake. Taka aka Brian Hawk Vs Gazou (Faust) Game 1 Vs ??? (Elphelt) 2 Games Vs Nage (Faust) Game 1 Game 2 Game 3
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
daymendou replied to Skyheartxia's topic in Bedman
Some 1.1 Bedhead combos/setups Part 1 Part 2 Part 3 Part 4 -
More combos https://youtu.be/nDLrZCxRx9w Dash momentum transfer is so fast. Random conversions to Eternal Wings will be insane
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Only 5 Pilebunkers? Heh... https://twitter.com/KamoneSoccer/status/579642971236089856 Midscreen CH 6P > K Pile RC > 66 K Pile > K Pile > P Pile RC > K Pile > 6D > K Pile > 6H P Pile I guess corner RC adds 3 Pilebunkers, hopefully 6H xx P Pile is easier. But I'm more interested in what kind of damage and tension we'll see off meaty 6K > c.S EW Edit: it's here! http://youtu.be/mKRy2tEOmOc
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Yeah those were from the stream, minus the matches Hase lost haha. You can use a Nico redirector to watch vids without an account Also, Tanabata played vs Team Chipp on stream. I'm looking through to see if there were any other casuals played afterwards Edit: Bored of studying. Here's a 2H comparison pic
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10 minutes of Hase Ain Leo, Umecha Sin, JUN Millia http://www.nicovideo.jp/watch/sm25850684 (Redirector link if you don't have account) At 10:16 you can see normal hit 6P bounce midscreen. CH It's Late builds like 40% meter in corner, K Pile leading to 6D and another K Pile is too good. It's Late not forcing crouch is confirmed though, no more crushing spines Timestamps for 5v5: HEVEN (Venom) vs Moga 1:08:00 Hossa (Leo) vs Moga 1:10:25 Hossa vs Nage 1:14:00 Ain (Ky) vs Nage 1:16:50 Konsome (Potemkin) vs Nage 1:19:30 SOS/Sabi(?)/"GAKU 2" (Sin) vs Nage 1:21:25 SOS vs Taka 1:24:30 SOS vs En 1:26:40 SOS vs Hase 1:29:35 Same Character: Hase vs Nakamura 11:30 Hase vs Training Mode 1:10:45 (ends around 1:27:00) Team Chipp AGF vs Team Slayer Rou 3:02:20 Jonio vs Rou 3:06:35 Yusuke vs Rou 3:10:05 Yusuke vs Tanabata 3:14:40 AGF vs Tanabata 3:18:10 Hase vs Rion (Ky) 7:48:10 Maruhan (Sol) vs Taka (most likely) 8:38:35 Fino (Venom) vs Taka 8:41:50 and 8:46:00 and 8:50:10 and 8:54:40
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20 minutes of 1.1 Shu, use a Nico redirector if you don't have an account. Goes by Siu on Twitter He has older vids here Vs Sin http://www.nicovideo.jp/watch/sm25842990 Vs Leo http://www.nicovideo.jp/watch/sm25853194 Edit: Some Bedman in the first half of this video https://www.youtube.com/watch?v=4jDyOTWnsvc
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I was looking through the +R thread and now I'm wondering if dash neutral jump (668) will be useful here. FDC Bite range definitely seems longer so maybe they increased the pushback to make re-Bite more comfortable Did anyone notice any DOT dizzies? [emoji3]
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Mikado will be holding some 1.10 events this weekend. There will be a 5v5 on Saturday (3/21) and one of the teams is Hase, Taka, En, Moga, Nage (all Slayer). There's also a Same Character 3v3 on Sunday (3/22) so hope to see some nice 1.10 Slayer action!
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Collapsed: @fogelstrom: I just had some nice matches yesterday with a very good Sol as well @4:36 - You try UP > 2K but he gets the IB on UP and punishes. Gotta confirm IB on UP/IL because they become -2/-3 @7:23 - Wakeup Eternal Wings seems awful since Sols love to safejump or dash in. @8:15 - You tried to P Dandy Bandit Bringer. The spacing/timing to get Pilebunker punish is a bit farther than that in my experience. @8:46 - You backdash his f.S. Both f.S and 5H only have 2 active frames so they are good candidates for BDC Mappa @9:17 - You get CH 5K Mappa RC and go for Dust. Should have went for 66 > 5H-2H @11:50, 12:30, 20:45 - You Blitz Bandit Revolver and drop the air combo the first 2 times. I think this is because of how j.S hit him, so perhaps switching to SKD would be more stable. @13:49 - I don't know if you confirmed the IB Mappa or just did RC out of reflex, but then you follow it up with Crosswise Heel? Haha... @14:36 - Nice abare @23:19 - You miss the VV punish, should have used K Mappa @30:20 - If you accidentally do 6H UP on air hit, you can try to salvage the combo with 5P > j.P Dashing through Gunflame is really annoying online, especially from corner, so maybe just use SJ IAD Footloose. You did get one @7:49 but he probably could have punished if he didn't Gunflame again. You get a good one @12:08. I stopped using Burst to punish Grand Viper because it doesn't seem to be worth it. He can put you in corner with most of his moves anyway so why give up the burst meter? @9:23 you try to swap him into corner, which would have been a good use. If you see YRC into command grab, try to mash backdash. Wild Throw is 4F so jump isn't guaranteed @boca Doing things in training mode is a lot different from online, but I think it's possible to learn the timing for even 10F delay if you really want to. The double jump after j.2K-PK can be difficult, but it's possible to consistently do it on 4F. If you can't get the f.S link to c.S, you lose a lot of damage, which means you have to make more guesses to win. You'll want to tech with P and K because j.S is such an unsafe move. Try not to get too comfortable approaching with double jump because good players will air Throw or anti-air you. When you knock down the enemy, you need to start doing something besides walking backwards > attack. Slayer can do crossup dash, UP mixup, even just c.S. 1. Dash in Throw is good when the enemy is afraid to attack and just blocks. Basic ways to escape Throws are backdash, jump, or sometimes 2P. 2. 2P/K mash is something that often comes up. Read this post. I think there are some others if you look back a few pages 3. Escaping corner pressure requires blocking or backdash. If you can Instant Block, you can Throw after some attacks. Sometimes you can even forward dash, for example if they just jump in instead of air dash. 4. Ky has great Low attacks but slow High attacks. Many of his specials are very unsafe if blocked so keep learning how to block his offense. Can't think of too much this time, just keep playing tougher opponents and see what you need to change.
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Dandy Step strike invulnerability can also dodge Slidehead, K Dandy is pretty easy against meaty Slidehead Playing the meter war is tough when Pot can gain so much more. It is possible to Dandy Step the Hammerfall hit and force him to PRC, which you can follow with your own YRC. Alternatively, you can YRC before the hit then dodge with Dandy Step. Backdash can be pretty annoying. Something I see Taka do sometimes is UP/IL YRC on reaction to backdash.
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You are still receiving the 80% proration from RC. Look at 0:37 and check the damage on 5H Does that OS Throw dodge still work if Sol does 6K+H? Can you throw him out of 5K?
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Hase is being really thorough. Give him another day or two. He is addicted to K Pile right now haha Collapsed: Taka, mostly 6K related: https://twitter.com/mochida_tw/status/574805335153639426 Timing meaty 6K on Ramlethal: From SSS 2D, hit 5P as fast as possible then 6K. [Not sure about this last line, whether "空" is being used to mean "whiff" or somehow "air hit"] https://twitter.com/mochida_tw/status/574926442250665986 Combo on Faust: 5K > jK2K jD > jKSHD [Not sure if this is a followup to 2H or just starting from 5K] https://twitter.com/mochida_tw/status/574941708011483136 "Meaty 6K is too difficult..." Hase and Taka agree it will be important to master meaty 6K, Taka wants those knockdown loops https://twitter.com/mochida_tw/status/574879671793246208 Taka wonders why other people cannot see how strong 1.1 Slayer will be. However, he thinks Slayer will be stronger than before, depending on the 2H changes. https://twitter.com/mochida_tw/status/574898568042938368 Against Sparrowhawk, Mid-Low gets beat by 2P and Low-Mid gets beat by 5P. This is after normal blocking the first hit. Axl MU looks tough with better hitbox on Rensen and 5P, corner combo damage with j.D wallstick, and Rensen knockdown. Taka misses having DOT wallstick for Axl https://twitter.com/mochida_tw/status/574949004833726465 Taka struggling to learn meaty 6K timings. Ogawa tells him it's needed for the new era of Taka rushdown https://twitter.com/mochida_tw/status/574954689336250368 Taka's doing research on using short dash (66) for timing meaty 6K Collapsed: Hase: https://twitter.com/KamoneSoccer/status/574854340961177600 Corner combo: 2K Mappa RC > 5D(6) > 6H K-Pile > 5H-2H > c.S > j.SKD https://twitter.com/KamoneSoccer/status/574854565801029632 Near corner, lightweights only: Throw RC > K-Pile > K-Pile > 5H-2H > c.S > j.SHD https://twitter.com/KamoneSoccer/status/574854951689547776 Near corner, lightweights only: j.D Footloose(2) RC > K-CWH > 6H K-Pile > 5D(6) > 6H K-Pile > walk forward c.S-2D https://twitter.com/KamoneSoccer/status/574855691199893504 Touching corner: 2K xx 2PSH > 5K > air combo 2K xx 2P does not work on Faust, use meaty 6K instead of 2K Does not work on I-no, Slayer, Ramlethal, Axl because 2S fails to hit https://twitter.com/KamoneSoccer/status/574858030606499840 If far enough from the corner, you can do K-Pile > K-Pile > 5H-2H > air combo I think he's saying optimized air combos are universal now, just have to make character specific K-Pile combos now Medium weight K-Pile combos from Throw RC are character specific There's some conversation about whether Slayer is becoming K-Pile-Man or if he's becoming 2H-Man https://twitter.com/KamoneSoccer/status/574877143269662720 Sanma taught Hase the power of 2H-Man https://twitter.com/KamoneSoccer/status/574913846571225089 2K xx 2PSH works on Ky, Elphelt, Faust [not sure why Faust is here if the link doesn't work on him...], Sin, Potemkin, Zato, Bedman. Afterwards, you should do 5K > air combo Might work on Leo, but he hasn't confirmed Some combos from Taka. Hase really wants a universal combo Ky: 2K xx 2PSH > 5K > j.K2K > j.D2K j.S > dj.SHD Potemkin: 2K xx 2PSH > short delay > 5K > j.SH > short delay > j.2K j.K > dj.SHD2K-PD https://twitter.com/KamoneSoccer/status/574919670358142978 [very confusing] Against May, SS > walk 1 frame > SS 2D worked, no 2K needed https://twitter.com/KamoneSoccer/status/574925660839223296 Something about the Ky matchup. Slower 2H will make Ky 2D harder to deal with. Sounds like he wants to use 6K to dodge it https://twitter.com/KamoneSoccer/status/575297746623574016 Hase will be looking into combos besides K-Pile-Man Collapsed: Hase part 2: https://twitter.com/KamoneSoccer/status/575570385590226944 On Faust and Slayer: CH It's Late > 6H P-CWH > 6H K-Pile > 5D(6) > 6H K-Pile > c.S-2D CWH needs to hit on late active frames https://twitter.com/KamoneSoccer/status/575570575281799168 Zato; near corner: CH 6P > K-Pile (air hit) > j.D SDD(2) > SSS 2D https://twitter.com/KamoneSoccer/status/575570850730131457 Zato, Faust, Sol; from starting position: CH P-Pile > 5H > K Mappa (late hit) > c.S > j.K > dj.SKD2K-PD https://twitter.com/KamoneSoccer/status/575571287139041280 Midscreen corner carry, ALL CHARACTERS: 2K Mappa RC > K-Pile > K-Pile > 5H-2H > c.S > j.SHD "K-Pile-Man Era" Correct. 5K will be possible because 2H received more untechable time.
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I'll update with more 1.1 tweets tomorrow night. Lots of stuff to go through. Hase has been doing research, getting amazing results like Corner Throw RC > K-Pile > K-Pile > 5H-2H, and 2K xx 2PSH
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Of course it's meaty only, otherwise Hase would have been so hype I think it would be +4 on unmeaty crouching hit
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After thinking more about it, the 2D horizontal hitbox change is really good. SSSS 2KD on standing Maybe something more off 2K xx cS 2PSD should work from more ranges, maybe even 2PPSD for easy confirm
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I agree with 4F being the turning point. Main issue is messing up the S link then going straight to 2D (sweep), which is really negative on block at that range. Backdashes can be annoying too, which really hurts Slayer's defense
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https://twitter.com/en_turuou/status/574103761838153729 CH 2H doesn't launch as high, can't get 6H midscreen. https://twitter.com/tanabataheidern/status/573793839976091652 2H RRC > K Crosswise > 6H > K Pile (wallstick) > 5D(6) > c.S > j.PKD; from starting position, on lightweights K Pile > 5D doesn't work if Pile hits on grounded opponent. https://twitter.com/KamoneSoccer/status/574215908857528320 Combos are very easy now, such as character specific air combos. So far, Hase doesn't feel Slayer changed too much. https://twitter.com/KamoneSoccer/status/574247157932290051 K Pile is a good ender for a lot of combos. Meaty 6K in corner can link to 2PSH, then you can combo 5K > j.K2K > j.K > dj.SHD2K > dj.PD for example. But 2S seems to whiff after 2P on I-no, Slayer, Ram I hope this means 2S has a wider hitbox cause I hate being stuck with 2PPPP
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Remember that normal hit K Pilebunker will wallstick in 1.1, which is different from the CH P Pilebunker wallstick we have now. It's not really a surprise since anytime you can fit K CWH, you can K Pilebunker. 5H > IAD j.D2K will Black Beat if you try it now. Maybe it will work in 1.1? En pointed out that DOT would be guaranteed CH against Blitz, so I guess wallstick is dead. Bite > 6H is against 0 stagger recovery, it's just an example. 2D against Level 2 recovery would be great.
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Taka seems to be done, so here's what we got so far. SuperJ already posted some of these but I'm including the tweets https://twitter.com/mochida_tw/status/573374426869198848 2H: reaches at round start https://twitter.com/mochida_tw/status/573457843786883072 2H: now -9 on normal block. Ogawa asks if Slayer is weaker than Loketest 2. Taka says "Slayer is weaker, but I'm getting stronger" https://twitter.com/mochida_tw/status/573511630052425728 2D: bigger horizontal hitbox so SSSS 2KD works on I-no (I hope it works for Ramlethal too) https://twitter.com/mochida_tw/status/573513334542106624 P Pilebunker: 6H xx P Pile (I think this is what he's referring to) can connect at max range. CH P Pile > 6H works but it felt harder compared to Loketest 2 https://twitter.com/mochida_tw/status/573514637615878144 K Pilebunker: Cannot land 5H after wallstick (from corner K Pile). From starting position, it's possible to do K Pile RRC > 6[6] > 66 > 5H-2H > c.S > Air combo https://twitter.com/mochida_tw/status/573515243629903872 J.H: Proration is improved or removed. Seems really good. Taka says to stop hoping for ground bounce lol https://twitter.com/mochida_tw/status/573516454575804418 6P: Seems unchanged from Loketest 2. J.H is easy after CH. 6[6] c.S is possible depending on where 6P hits. Something about teching on normal hit and "壁バン" (does it mean "pushed against wall"?). Difficult to use far from wall. https://twitter.com/mochida_tw/status/573519419395022848 2H: You'll want to hit confirm DOT on normal hit and RRC on CH. (Continued below) Untechable time is greater than 30F so you can avoid RC proration. Increased recovery makes it harder to use, so combo into it or to use to counter specific moves. https://twitter.com/mochida_tw/status/573521410938662912 5H: Can combo into P Pilebunker https://twitter.com/mochida_tw/status/573522509204602880 Helter Skelter: J.H works on all characters now. J.S works on some characters. Feels more reliable. https://twitter.com/mochida_tw/status/573523840816410625 DEAD ON TIME: No longer has wallstick on CH. Bite > DOT may work but Taka needs more confirmation (see Bite changes). Reaches corner screen from center https://twitter.com/mochida_tw/status/573527371740938240 Bite: Distance after Bite is pretty far. Stagger time is greatly increased, can connect 6H with no stagger recovery. Change in forward dash momentum seems to have extended FDC Bite range. https://twitter.com/mochida_tw/status/573529235467325442 System: Reversal Throw/Blitz are more important to watch for. Taka was thrown out of meaty 2D a few times. (Continued below) f.S xx c.S and 2K xx c.S are a lot easier, 2H > c.S superjump JI might be better. Some characters have adjusted air hurtboxes. https://twitter.com/mochida_tw/status/573534166601465856 Matchups that Taka played I-no, Ky, Venom: about the same Faust, Elphelt, Sol: a bit easier Leo, Axl: unpleasant Bed: scary Ram: pathetic https://twitter.com/mochida_tw/status/573538504275177472 Projectile Blitz is not that easy (I assume he means getting the stun on opponent). I-no note sometimes needs 2 Blitzes. Consider using DAA or supers if the Blitz isn't guaranteed.