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Ririshii
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Bedman Q&A/FAQ thread: People play this guy I swear!
Ririshii replied to Poultrygeist's topic in Bedman
Was just considering it as an option over something more common, like jK > jP > jP, even though that option basically just autoconfirms for you and works without issue on the cast. Obviously if the jK connects, you've got better buttons to be hitting to confirm with, but if jK connects and you still go for jD, it'll confirm and just put you back into position for jK > jP > jP. But yeah, unless those three are already standing (or get hit by the jK), the jD will just whiff, so it's probably just better to go for jP after jK, like you mentioned. -
Bedman Q&A/FAQ thread: People play this guy I swear!
Ririshii replied to Poultrygeist's topic in Bedman
Any way to get this type of thing to work on Elphelt/Jack-O/Faust if they're crouching initially? Pretty sure their crouch hitboxes are too small to be able to do it effectively, but I just want to confirm. -
Probably already discussed and/or found elsewhere, but it never hurts to have a few sources for the same stuff. But yeah, midscreen bubble stuff that doesn't require meter. Leads to several options for ender depending on what you want, works on crouchers, etc. Probably something more optimal while still giving oki, although I don't think I've seen anything like that that doesn't require meter.
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http://www.ggxrd.com/rev/gginfo_july.pdf Basic translations for stuff I can actually understand/have tested: 6P recovers faster. Also now causes float on a normal hit instead of needing counter hit. 6H on counter hit tumbles the opponent longer, can basically chase 'em down fullscreen before they get up. Something about the frames were changed too, but I'm bad at Japanese, sooo. Both ground and air throws have more knockdown time, meaning it's hella easy to set up fireball oki now. Clap super had something about base (minimum?) damage changed/added. Dunno what the last thing is referring to in the list, but eh. Someone just yell at me/correct me if I'm wrong on anything. I'm certainly no expert with JP, and online translators aren't always the best help.
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I'm pretty sure you can just pick them up with 2H after doing the backwards clap since it slides them toward you for a bit. Can then go into DP loops or whatever, but it's still probably worth going for stuff > jC > jH > orb oki if you're gonna bother spending the meter to extend the combo.
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I'd say you can still do decently well without the loops, although even being able to incorporate at least one level 2 kick in a combo can add a decent chunk of damage. No reason to rush into stuff if you're not comfortable with it yet. I'd argue t's more valuable to get an understanding of the orb oki game, anyway. My biggest issue when doing loops is trying to do subsequent ones too quickly. Shouldn't be too bad if you don't rush it, and if you get the wrong version of the kick (ie: release too early), then just know how you can still convert into knockdown.
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There are a few matches of Kubo's Kum up on Youtube right now, but I haven't been able to find too much outside of 'em. May have to look around Nico at some point. I'm also not sure who exactly plays her at the moment, so it'd be something else to look into.
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Is her jD actually a crossup? Looking at the training dummy, it's blocked from the original side, which makes me think that as long as you're blocking high, you'd be fine. Really just wondering how viable it is for mixups and whatnot, since doing things like j2K > crossup jD seems like it'd be really nice. -Edit- Yeah, it's a legit crossup; just tested with recording and whatnot. Just doesn't look like it on when blocking or when getting hit.
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Shoryuken had an article up a bit back that had a pastebin link with a bunch of frame data, which looks close to what what posted here already. http://pastebin.com/DVKsGmiz
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Yeah, knockdown's always a solid choice. Turns out the launch forward with the cloud will just get punished if they push buttons on recovering; would probably be fine once or twice against someone that's being super respectful, but eh, probably not worth considering beyond that. Oh well.
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How do we feel about routes that end in double bird > j236D ? For example, 6A > 5D > j66 > jA > j4B > 6B > j6D > j6C > j6C > j236D. Both a cloud and Arakune get launched toward the opponent as they're recovering, but I'm thinking the opponent may recover slightly sooner and would be able to just push whatever. Obviously it'd be better to just complete a route that'd get full curse if you're able to, but spacing can be sorta janky sometimes, and double bird > j236D (or j236C or damage) seem more consistent/stable.
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Regarding a variant of the Suku reset (ie: 5AA > 5B > 5C > 2C > 214214C/CD > 66 > 2A > 5B > 5C > 5AA (reset)), if you opt for using SB Suku, like you might in a midscreen situation where they'd get pushed too far away after the 5C > 2C, you can actually start gaining meter again during the Suku autocombo. That being said, I've only been able to get this to happen with SB Suku, and I'm not sure if I'm just being dumb & forgetting something about with universal mechanics in the game or if I'm just being bad about getting it to happen with C Suku.
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Because that old NisePachi reset requires an annoying 5C link after 3 jAs.
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From what I'd seen when trying to do the low j2D > Moonsault/whatever, it doesn't work if you do it below crouch height; everything done above that height should work. But yeah, good to know it applies to all air actions as opposed to just that specific type of cancel.
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Uh, does anyone know anything about j2C/D having a minimum height requirement before you can cancel it into stuff like Moonsault/Kunai/whatever?