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Everything posted by Mefistopheles
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*** EUROPEAN PLAYERS PLEASE READ *** EUFGC Index!
Mefistopheles replied to Frostbolt's topic in International
We have a big Guilty Gear scene in Solingen, Nordrhein-Westfalen called "Insert Game Dojo"! We play monthly ranbat's and do special events like watching evo together! Check it out! http://forum.hardedge.org/index.php?thread/16149-insert-game-nrw-dojo-thread/ https://twitter.com/Insertgamedojo https://www.youtube.com/channel/UCgf907WnBLL-b3VX8Y-ndkA https://www.twitch.tv/insertgame -
Raven Pre-Release Speculation and Analysis Thread
Mefistopheles replied to www.keeponrock.in's topic in Raven
You can stay in Stance by holding the K button. If you won't get hit, the Gauge fills slowly up . -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
Souji Bedman: -
I don't really think so. The difference in the Mu's is, that it gets more easy or harder to throw out Task A + get's less effective.
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After 1 year of Xrd, i'm really curios how everyone is thinking about a specific topic: Bedman's neutral. How do you guys approach it? I tried a really long time to play him like a rushdown character: Play footsies, walking or jumping in into tick throw mixups. This doesn't really work well in my experience because of two major problems: 1) His footsies are really bad at f.s range of most characters. 2s and 2/3hs are awesome at mid~long range, however USING them can be really dangerous!!! Their really vunerable against jumps without 25% Tension. F.s and 2k are to short to compete against other pokes. Backdash Yrc > 2hs does help, but it is kinda expensive if you won't get a hitconfirm. His dash rearly works out in your favor in footsies. 2) His jump is really floaty and slow. Anybody who has experience in this matchup and who isen't sleeping, can react to his jumpins. You probably get aa'ed, even when you read your opponent right and manage to jump over a poke. There're so many quick and small buttons, which will do the job like Ram 4P, Slayer 5p, Sol 5k, Ky 5P, Elphelts c.s, Chipps 5P, etc....... So i looked at his tools, especially at Task A. Turns out TK Task A and Air Task A relative close to the ground will always hit the enemy on it's way back, if they stay on the ground unless you're somewhere right above their head. Task A will hit on it's way towards them. On the way back, it only covers the air. My new goal in neutral is to throw out TK Task A or Air Task A, to cover TK Task B or Task C recovery, so i can produce seals which will cover the next Task A or Deja Vü Task A. Deja Vü Task C is pretty good to cover yourself for Task A'. When it hits, Bedman is +, so you can go for tick throw / 2K / j.D / 6H mixups. However this can be tricky to do against projectile heavy zoners, Chipp or Elphelt ( because fuck sniper rifle's auto aim.....) So in summary, i think Bedman should be played as a zoner, who'll get in if there's a opportunity. Edit: Ahhh perfect in time, Bedman's Hitbox: http://imgur.com/a/ZdUKb This explains a lot. His Jumping Normals are really tame ( j.D is pretty good tho). And ich should really use more 5h with 25% Tension Oo. Hitbox is Elphelt Tier.
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
Sabamiso against various Characters from Mikado: https://youtu.be/e7co1plOEm0?t=7004 Vs. Slayer: https://youtu.be/cOtIbe-Pvd8?t=1582 -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
1h Sabamiso Matches: https://www.youtube.com/watch?v=1iPVmp4YGEs -
He's still the same character in Revelator.
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After 2D: - Safejump or empty jump low -------> 2p into throw or j.d or 2p into 6h - Air Task A Yrc > flight j.h > task b > you're gonna land in front or behind > 2k After Task B: - Hover above them > front 2K or front j.k or crossup 2k - Superjump Flight Dash Fd Cancel crossup (or not) j.k or 2k After Task C if the seal is close enough: -214H > meaty 2k or j.d into combo / throw / 6h " " " " " " far away: - task a' yrc > 214h > 214K > 2k or j.d These are the really important ones
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Rikutoe (Valkenhayn) VS Tenkyoku (Rachel) https://www.youtube.com/watch?v=FcoObPKRecQ
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5hs(2) > 1hs > superjump > pks combos do work against el in the corner
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Why is nobody using meaty 5d more often? Well timed it can be +6
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Rachel Arcade runthrough starts at 02:44:00: http://www.twitch.tv/fantasistaokayama/v/26483776
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Here you go: http://www.dustloop.com/forums/index.php?/forums/topic/11721-venom-vs-bedman/&do=findComment&comment=940948
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It's indeed really hard to win neutral against Venom, but that's his trademark. I think you have to change your mindeset towards defense, especially against Venom. What can possibly happen? He will try to throw you, which isen't to bad to react, if you try to jump out smart with fd shield > cancel in flight > airdahs down so you can maybe punish or get momentum. It's is way worse for you to block, if he knocks you down. His jump in mixups are really scary, so don't get hit.
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Fearless Night, New Indie Fighting Game
Mefistopheles replied to Hecatom's topic in Misc Fighter Central
Why does she has a book, whens she got those guns? Her character art is really misleading. -
Double seal throw combos: http://www.nicovideo.jp/watch/sm27442881
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The key for this Mu is by having superior footsies: - Venom's f.s and 2s is a problem? Dance around to bait them out, so you can whiff punish them with 2s or 2hs. You can also jump over them. - Venom's 6p and 6hs is a problem? Bait them with flight. If you jump forward, flight back so you can whiff punish with Task A or B, flight down back > 2/3hs punish. Task A isen't useless. You just can't exspect to start a fireball war with Venom, because he WILL BE always 1 step ahead of you. Once Task A is behind Venom, it get's really ugly for him. Most of the time you gonna block tho. Learn to instant block balls, so he has less time to get close. Use smart fd shield from time to time, so his blockstring gonna whiff. If you are in the corner, figure out his blockstring and create gaps with Instant block so you can dash out. If he get's cocky, start using 2/3hs or dash into balls. If he baits every opportunity to teleport in, he has to briefly pause, so you can advance forward and win space. If you can knock him down once, you better finish him off. You won't get a second chance.
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How big is the gap between S and B Tier? Has every character a good chance of winning? Are Mu's more important than actual tier placement?
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
http://www.nicovideo.jp/watch/sm26370543 -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
Oh yeah found these a while ago. Forgot to post them. Diden't know you can beat faust f.s with 6P > 2H > Combo -
You should always go for throw os with c.s and do a bigger combo + i think you'll get with 6hs > 236hs a bad placed task c deja vu seal in the corner, which only does 1 hit on vertical hit. Good job on the video tho! Thx Wondertonic!
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Discuss: I think we can natural implement this after 5H > 1H > air combo > j.236h > helios in the corner. We just need to time the air deja vu task c right.
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We shall rule them all! http://www.nicovideo.jp/watch/sm27033290 http://www.nicovideo.jp/watch/sm27287810 Get this down guys.
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- Don't jump, don't jump, don't jump in neutral so much, especially against Elphelt. Any of ehr normals will anti air Bedman. You barley 6p'ed her - Dooooooooon't jump at all in defense UNLESS you're expecting a cmd-/tick-throw. Expose your enemies blockstrings with ib and dash out / fb and whiff punish whiffed normals - Work on your ground footsie game with your pokes, walk speed, dash teleports and be sure when it's safe to go for Task A - Pressure your enemy with 2p into tick throw or 6hs and see if they can handle it - Triangle / fd cancel airdash mix ups after Task B combos - Corner Deja Vu Task C Oki into meterless high/low/throw conversion - Take Burst with 50% Tension - Everytime you got in with Task A' he tried to throw you. Punish him with j.d after teleport. You get a combo on CH.