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Tiamat

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Everything posted by Tiamat

  1. Well unless you're close enough for f.S/2S to go to 5H you can't go to 2D. f.S/2S direct to 2D don't work. 5P/2P should be able to go to 2D regardless of the range you hit them at if you just do 5P/2P 2K 2D though. If you're closer of course you could do something better.
  2. If the distance is too big for 5H > Task B just do 5H > 2D. In some ways 2D ender is better than Task B anyway. Also, 2S 2H only works on crouchers so unless the initial j.K hit them when they are crouching they will be able to block the 2H. Even if you do get the 2H though it's giving up the knockdown. I'm trying it now and if you tech forward when 2H hits you can tech over the Task A.
  3. You should try 2K more often after they block your 236K. In this vid it seems you're mostly doing c.S. At the start of the 2nd round you get a 236K blocked and do c.S then you get a 214K blocked shortly after that and do c.S again. When I'm looking at the video he blocked both the c.S standing so if you had done 2K you would have hit him. Once they start blocking low you can try other things. Doing more proper combos is important. Several times you chain into f.S after hitting them and f.S doesn't go to much of anything. Go to 2D somehow at least if nothing else.
  4. Good points. That RC is pretty wasteful most of the times I do it. I'll try just jumping forward with FD on DP chars. I have lots of trouble getting anything going on them.
  5. [GGXrd] Bedman combo video 「Propose」 https://www.youtube.com/watch?v=kQIVF3tpgHI
  6. It seems there are more. vs 4r5 (Slayer) https://www.youtube.com/watch?v=jHvDWZssmUI vs Jobber Juckus (Zato) https://www.youtube.com/watch?v=terElTQyas8
  7. I'm not sure on all the details of the teleport myself but it may be worth trying YRCs with it. Dash YRC will absorb attacks without teleporting. kinda like a super armor dash? might be good You can also YRC right as you're re-appearing from teleport and this seems to be advantageous. Just some ideas to play around with, I'm not sure what to think about them.
  8. knockdown
  9. Since someone brought it up in the FAQ thread I decided to start this since apparently I do have a vid after all. It's from a recent local tournament. I'm not proud of this match but if you have any advice go for it. vs Shazzeh (Leo) https://www.youtube.com/watch?v=gXGRyfuJ-CU Some self critique and comments - pretty free to Leo's 236H crossup. need to grab it - pretty free to wakeup DP. embarrassingly, all 4 rounds I lose are lost to a DP as the finishing attack - generally too passive and air task A spamming. j.P would have been helpful in lots of places. - 0:49 dropped combo for no good reason. I'd normally do j.P here after landing. there are a couple other points like this - 1:28 this dash is a complete accident - 1:48 if you instant block the 1st rekka the 2nd hit will crossup. this also allows you to grab it though.
  10. Maybe none of us have vids. I'd put some up if I could.
  11. I see. Doing 5P seems like a bad idea though because most characters will go under it if they are crouch guarding. You gave me an idea I tried yesterday though. Instead of doing 236K after the 214S YRC you can do 6H for a crossup. Some hits of the 214S YRC will hit during the 6H causing them to be knocked into the air, which allows you to combo 236H from the 6H. Only tried it on Sol and it's in grab range when you do it, but there's always j.D to use instead if they are wakeup grabbing you.
  12. Couple questions about this. I see what you mean about hte YRC Task B > Task A' setup, it does get on their other side. What do you mean by " then do the combo ( 5P, 5k, 5s, sweep)"? Do you mean after you teleport try attacking with those moves? Or is 5P5K5S2D the combo you're doing? You should probably stick to 2K and c.S after a teleport. I'm not sure what the second one means. You mean knock them down with 2D then do Task A' and it will be blocked from behind? Then you say to throw a 2H on their wake up...but how do you have time to do 2H after Task A'?
  13. After the 236S hits I like to walk back by just doing the 214 motion slowly.
  14. I posted that stuff on the previous page. I guess you missed it?
  15. Oh I forgot about that. Hmm. It's allowed at the local tournaments we are having around here but that will be problem if I go to major in the future. Hmm.
  16. Yeah I'm also on a DS3.
  17. 1. I'm on pad as well. Not sure why you're getting a 3rd up, but if you press 8 then hold the 2nd 8 he'll go straight up so maybe you're doing that by accident. 2. It depends what you think they are gonna do. Most of his attacks on the ground will lose to other characters' common openers at round start (his pokes are kinda slow at this range). Backdash is ok. It is a pretty safe option but it also means you're giving up ground and moving closer to the corner, so it might come back to bite you. Jumping upback and throwing air 236P is usually ok. Jumping straight up then doing j.S on the way down if they whiffed a move can be good (though it will be getting blocked in this case most likely but that's not bad). If they are starting the round with a forward jump you can try opening with forward jump into j.P. If you're feeling very confident they will attack immediately you can go for a risky but potentially strong opener by doing a forward dash. It really just depends on what you think your opponent will do. Learn some basic combos before you start playing other players and get used to his air movement. That's my advice.
  18. I assume combo #2 is just doing an OTG with 3H from the throw and then canceling the 3H into fireball. Basically it's garbage. Unless the 3H OTG is gonna kill anyway
  19. Yeah maybe you could edit the useful challenge combos into the first post Poultrygeist? Also, I'll share two Mortal Counter combos since I don't think I've seen any for Bedman: f.S 6H 236S 2D 6H 236H
  20. Yeah one of the challenge combos has you do a combo from high air task C. I forget which number though.
  21. yeah it's post 22 in the combo thread There are some posts below it about getting knockdowns from corner throw
  22. If I'm going for 886 I do it immediately. The more time you wait the more time they have to try to hit you or jump out of whateaver you're trying to do to them. If you're going to linger there and do nothing might as well have just jumped straight up and thrown task A instead.
  23. I'm not sure exactly but the jKPP string is one of those things where if they get hit by the string while crouching the 2nd P won't hit them but if they standing guarded the j.KP then start crouch blocking they'll get hit by the 2nd jP.
  24. I like 886. You can always get a combo from j.KS, j.H, or j.KPP from it. You do have to make sure they are going to stay put on the ground but if you use as oki or in conjuction with deja vu it is good for pressure. I almost never use j.H otherwise.
  25. I recommend just doing Dust > 9 > j.S > 9 > j.P to practice. You can't press the direction and the attack at the same time or it won't come out. You want to press the j.P right after the 9 dash starts. Too late and they will be able to tech the j.P. Just keep trying it.
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