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Tiamat

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Everything posted by Tiamat

  1. I've been doing testing with his knockdowns to 236K. Some characters can hold 1 (low guard) on wakeup after knockdowns and make your 236K whiff over them which sucks. Here's some info on the problem characters and how to deal with it if possible. Generally speaking, if a character can make it whiff by holding 1 you can fix the issue by delaying the 236K cancel from the 2D and this will make it so they have to block it. You could do tiger knee with 2369K too but that will be wakeup jumpable. (tested with 236K from 2D and throw) Faust - 1/3 crawl totally avoids from both knockdowns Chipp - delay 236K from 2D. whiffs from throw Millia - delay 236K from 2D. whiffs from throw unless you delay but delay from throw is jumpable... Venom - delay 236K from 2D. no problem from throw Zato - delay 236K from 2D. no problem from throw *elph, sin, and leo not tested yet (seems fine on Sin though) For characters not mentioned in this post that means if you just do 236K immediately there shouldn't be an issue (unless you are hitting the 2D super close maybe). I checked this for every character because it was getting on my nerves seeing it whiff on certain opponents. Any corrections let me know.
  2. I didn't try delaying it. Delaying makes it a crossup though the amount of time you are required to delay seems to vary a bit by the target character's fatness. Not sure how to combo off it though...
  3. You just have to get used to how long the throw lasts before you can act again. Maybe try for right as he's bringing his hand back? If you're having trouble it's easier to go to 5K than to f.S. 5K 5H(1) 236H seems to be a fairly reliable combo. When you say going for Task B do you mean as an OTG hit? It doesn't seem fast enough otherwise. I don't like doing Task B after 2D because it seems to almost always be too far and I just get an OTG hit. This does set up the seal but I feel it's not worth giving up the knockdown usually. The Task B can hit properly after the 2D if you're close enough, but if you are that close you could probably do the better B&B into 1H 236H. I'm not sure what you mean by this. You mean doing 5H(2) j.D for a crossup at close range? I recorded it after seeing that it appears to cross over but it doesn't actually hit as a crossup, just an overhead. Since it's not a real crossup and it makes it harder to combo from, wouldn't it be better to just do the j.D with 8D so that you can combo from it easily? the 5H(2) pulls them in after all so missing shouldn't be an issue.
  4. Well here's a video of it: https://www.youtube.com/watch?v=v5yd_CiLXCM
  5. DV seals actually don't go away when you get hit. It's a Bedman myth! Just like the seals being able to absorb hits even though attacks pass through them unaffected like a knife through delicious creamy butter. edit: well the attacks from the seals do go away if you get hit, just not the seals themselves
  6. I don't know about what to beat Fafnir with specifically but I do have something to say about CH f.S. Earlier in the thread I said it only goes to 2S or you can go to 236S on CH but you can actually do something else. You can do CH f.S > 2H and it works from max range hit (where even 2S will whiff as a followup). Also works on crouch hit. If you do it too close the 2H can whiff so make sure you're spaced at max range if you try this. If you want to convert more damage and a knockdown off that you can do CH f.S > 2H > RC > walk 6H 236H You can replace the 6H with 6P/5H(1)/c.S for less damage but timing is easier I think. I don't know if this combo is character specific but I assume it is fairly stable.
  7. It sounds like you're too focused on the specials. You can generally spam Task A pretty liberally during neutral, though they can potentially go over it if you're careless/predictable with it. Other than that you should get used to the range on your normal attacks like f.S, 2K, 2S/2D, j.P, j.S cause these are good during poking. Use j.S in the air if you're kinda far and use j.P if you're closer. 886 j.S covers a lot of distance.
  8. I think it's only good as anti air. It has upper body invul so it may be effective against specific moves from the ground too but I don't know of any examples really.
  9. f.S is a good poke but as you said sometimes it's a bit slow and you'll get beat out by other character's pokes. It's still good anyway, though I wish it could gatling to 2D for a knockdown. If you're close enough to do f.S to 5H then that's good but usually if you're poking at distance the best you'll get is 2S from it if anything. It can go to Task B on CH though. You can also poke with 2K if you're pretty close or 2S or 2D if you're kinda far-ish. 2S and 2D aren't super fast but they have good range. In the air his only real pokes are j.P and j.S but they are both very good. j.K, j.H, and j.D are all meant to be used on opponents below you so they aren't good air to air. I don't like doing 2K to 5S cause if you're not close enough f.S comes out and it kinda ruins the combo. I prefer to just go straight to 5H so if I'm far I can go to Task B and the combo is stable. If you're nice and close from the 2K then the 5H will hit twice and you can get the better combo. I think corner throw f.S 5H Task C works on almost everyone but I haven't tested.
  10. Against I-no it's especially important to keep your 5P and 6P in mind I think. 5P is good against her dash from my experience.
  11. What it says about Deja Vu Task B is incorrect, it is still a 4 hit move. It's just that if you do it as oki (after 236S) unless you wait a good bit not all the hits will connect. I don't recommend waiting that long to do it after knockdown though. A couple basic things that are good to know.. - you can tiger knee the projectile with 2369P to make it travel along the ground. - 6P only gatlings to c.S (not even f.S). If you're using it as anti air (which is mainly what it is for) you may sometimes hit them outside c.S range. Just go straight from 6P to 236H if you're too far to put in the c.S.
  12. There are some combos at the top of page 3 of this topic if you didn't see them. The video thread has some videos with good basic combos you can use.
  13. Tiamat

    VS May

    Dash can certainly go through projectiles.
  14. I see matchup subforums have just been added. You should start a topic there for Bedman vs Elphelt
  15. 1. Well in air combos you don't have to do 8 before the direction you want. You can just do for example, j.S 9 j.P. Don't do the attack too fast after the cancel or the attack won't come out. 2. frame data is here: http://www.dustloop.com/wiki/index.php?title=Bedman_(GGXRD) It is pretty safe on guard. If you're talking about the risk of being hit out of it then that depends on when you use it. 3. going by the frame data in the wiki 6H is very unsafe by itself at -14 on guard, but you can cancel it to specials
  16. I dunno if anyone mentioned this before but apparently you can YRC Task A' and air Task C and it will still set out the icon. This doesn't work for the other Task moves.
  17. [GGXrd] Bedman combo video -Replay- https://www.youtube.com/watch?v=xmCo2eZdUAo
  18. Played the video at .25 speed pausing it and I got this screenshot: http://i.imgur.com/F3ydAVt.png?1 He was doing 886. His animation doesn't look like that if he's doing 883. I've only played him a couple days but the rifle means even if you are far away in the air you can't just throw task A carelessly or she can shoot you for it.
  19. Just delay the 5H so they don't float as high when it hits them.
  20. Yeah you've gotta delay the second j.KS a little or it won't come out after the jump cancel (or 8way jump cancel or whateaver it's called for him). You can't do it immediately like other characters can from a double jump. I mess it up too.
  21. Since we're talking about the teleport off Task A' I wanted to ask about the challenge 34 combo. I cleared it but I don't understand why it does what it does. Can someone explain what is going on there? Does a certain timing of the attack hitting before the 214K cause the 214K to hit them in the back even though it's coming from their front? It's happening from the 2nd hit of 5H too for example. Seems to happen when the ball hits very slightly after the initial attack hits but I'm unsure if there is another factor.
  22. Hey guys I'm playing Yosuke as well. I played Anji in GG but didn't like BB so I've been waiting for arc systems to make a new fighter. Yosuke is lots of fun
  23. yea if i had a nickel for every time the second hit of her 2B hit me out of my backdash >_> edit: 6A is pretty useless against her DP after gadget
  24. I'll have to mess with 6A and see how it works out. I tried 236B after gadget and it whiffed through her DP but 236A CH her in the air so you can get a 2C combo. 6A catches her backdash too tho so if you can get a reliable combo that should be better ok, I think I'm gonna do IB most of the time seems less risky. wonder if backdashing it works well...
  25. you probably can hit him out of collider with that but I'm not positive...I play tager too and I've had people hit me out of collider after gadget with air moves as they are jumping up
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