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Everything posted by Tiamat
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Nitroplus Blasterz: Heroines Infinite Duel
Tiamat replied to ivanchu77's topic in Misc Fighter Central
I don't play either character so I'm just throwing out ideas based on messing with some recordings just now, but some of those moves recover worse than others. Like if she does 412C she can follow up with 623C fairly quickly, but if you block the 623C she'll be stuck in recovery a bit. Since you're playing anna I guess you could just block then do 5C? Or vanishing guard what she's doing to give yourself extra time. Could also try Remedium I guess? -
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Most basic combos are now on the wiki http://www.dustloop.com/wiki/index.php?title=GGXRD/Bedman/Combos
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oh I didn't even see the 236S lol.
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I think the proper way is supposed to be 9 j.K 3 j.S. Personally I would rather just do inputs like 9K 3S but I know it's not proper. I'm adding more updates now. Just added some punish combos. edit: I assume this combo has an error 6H > 236S > RC > c.S > sj9.K > j3.S > 236H (> 2P > c.S > 236H possible on some characters) There should be a 5H(2) > 1H after the c.S right?
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I am going to work on the combos on the wiki page. http://www.dustloop.com/wiki/index.php?title=GGXRD/Bedman/Combos#Hit_Confirms I'll put some stuff up tomorrow.
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I think someone requested that before. He's not going to do it. Maybe I could make a new topic and just put basic combos in the first post so it's easy to find. Should I do that? edit: or maybe I could just update the wiki. I can't at the moment but maybe if i make an account?
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
1 - for something that is usually reliable I suggest f.S 236H 2 - pick j.P or j.S based on distance. j.P is faster so use that if you're in range for it. Use j.S if you're further away. 3- advantage on air Task C is based on how high up bedman was. If you do it from very high up you'll be at frame advantage. -
Good thought, that works for Ky. My recording that covers both jump and grab for Ky is jumpable by Venom but I can't seem to do it faster without getting grabbed. Could still mix up with an immediate 2K and a j.D on venom though.
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Just throwing this out there since I used a recording to test on every character. This is an oki setup not a combo. Midscreen throw > TK 236S > walk back meaty 2K If done perfectly they can't wakeup jump or grab your 2K meaty. O: sol, may, mi, el, za, chi, ram, i-no, slay, axl X: ky, ve OTG: fau, sin, leo, bed, pot Ky and Venom can jump walk back 2K. You can still meaty by doing 2K immediately on landing from the 236S but you'll be throwable. If you do j.D that will meaty on almost everyone except if venom wakeup jumps he'll be able to block it in the air. For the character it says "OTG" that means doing the TK 236S immediately will result in OTG which ruins your oki.
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6P is generally pretty reliable so I'm guessing you are reacting too slowly. If you're playing online of course the lag can make it much harder to react.
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I think Bedman neutral is extremely matchup dependant. 2S isn't that dangerous if they jump because of the fast recovery, though you'll probably be put into a defensive situation. Against moves like Ky's Greed Sever or Axl 6H though you're gonna get hit. TK 236P is good because covers the ground and they can't just go under it either on the way to them or on the return. On the negative side it takes longer to throw than a standing 236P so you need to take that into account.
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Nitroplus Blasterz: Heroines Infinite Duel
Tiamat replied to ivanchu77's topic in Misc Fighter Central
This is from a couple days ago but as far as I know that's still just a placeholder date. See here: http://forum.marvelous-usa.com/index.php?showtopic=28169&#entry907545 -
New matches from the latest monthly tournament in Maryland vs Alpha Sol (Elp) - 4:57 is what happens when you go against your better judgement and see their tension bar but do something stupid and get overdrived. Had a pretty rough time with this match and almost went to losers right away. I think a lot of things I did were pretty sloppy. There are some spots I had opportunities to anti air and I didn't even try to. Elphelt matchup advice would be good though cause she's hard to deal with. vs Vic viper (Ky) - I got a nice DP bait about 34 seconds in then dropped my combos. 4:23 is dropping easy throw combo it's not intentional air throw setup (at least the first tech wasn't) vs Kinpin Dan (Pot) - I dropped a ton of combos in this match. Namely the 1H/2H into 9S 3S over and over. I only really started getting it in the last round. vs AngryBlack (May) - Not using my 214P DV at some spots where I could have to help in neutral. Letting her beach ball too much and getting wrecked. I notice at 2:02 I'm fairly close but she does a beach ball and I jump away, which looks like a pretty questionable reaction to me. At 9:40 I hit a CH 3H when she does a beach ball but I don't combo or try to move in, it looks like I was scared of the beach ball but it went away when she got hit. I have a lot more work to do to learn this matchup so as last time, advice would be appreciated. No comment for the other two but I recommend checking out my match with VR since it was close.
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Thanks. I'm planning to do a lot more anti-May stuff so hopefully I'll do better next time.
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On potemkin I guess? I was dropping this one sometimes over the weekend. :P I don't think it's really that hard though. I find it helps if I try to hold the 3 direction. Don't press S too fast or it won't come out.
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No problem. It's good to see more activity since this board doesn't get a lot of posts.
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What's an example combo of something you're having trouble with?
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These setups do lose to wakeup reversals. They will have to input their DP in the correct direction to hit you unless it's Leo's DP. The crossup version is wakeup throwable so that's something anyone could do (unless their throw range is really bad maybe?). The front version isn't safe from DP if you do the 2K, but you could just land from the j.H whiff and block immediately and you'd be safe. Whiffed j.H is to make you land faster. This is also why j.H is burst and DAA safe (except Ram's since it's fastest in the game). Once it starts whiffing you drop like a rock (as long as you weren't dashing upward). Using FD is another way to land faster but it costs meter so I don't think it's worth it for this particular setup. Dealing with people who do a lot of wakeup reversals: From the 236S knockdown you can do safejumps with 981 j.K/j.S or forward superjump 82 j.K/j.S. You have to time it based on their wakeup speed. If don't know their wakeup speed you need to look here: http://www.dustloop.com/wiki/index.php?title=GGXRD/System_Data and look for face up wakeup speed. My advice is to memorize the fastest wakeup speeds and the slowest ones then just lump everyone else in the middle so it's not too much to remember. 236S, 236H, and ground/air throw knockdowns are all face up, the only face down knockdown you have is 2D. From a 236H knockdown you can bait DPs a couple ways. You can 214H then jump forward and air FD. It costs a significant amount of meter to air FD a DP but jumping toward them probbably tempts them more than other baits. You can also 214H and just stand outside their DP range so they won't do it then pressure from the blocked 214H. You can also 214H then walk forward and stand just outside grab range, then backdash right when you're about to get hit by their wakeup DP. This is a good hard bait because they won't be able to RC if you backdash and you'll have time to punish normal DP type moves like sol's VV. You could also just not do the 214H and go for a safejump. You can also safejump from 2D and throw but what you can do would change based on their wakeup speed. I think you can't safejump from air throw because the knockdown doesn't give you enough time.
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Just input errors I think. Liked those matches a lot though.
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Here's some in depth info on combo options with empty jump lows from 236S knockdown. If you do the the oki as fast as you can only Ky and Venom will have fast enough wakeup speed to jump your 2K (meaning it's not meaty on them). Crossup 2K is usually wakeup throwable, front 2K is never throwable. All of this is from 236S knockdown midscreen. Crossup 2K command is 983 j.H whiff 2K. Front 2K command is 981 j.H whiff 2K. O means it works X means it doesn't. crossup 2K 5H(2) O: bed, pot, leo, ram, axl, zat, el, chi, may, sol, millia, fau, sin O*: ky, venom X: i-no, sla *they can wakeup jump but if they stay put it works *can do 2Kc.S5H 236S on i-no/slayer instead front 2K 5H(2) O: bed, pot, leo, ky, fau front 2K c.S 5H 2H O: bed, i-no, pot, zat, leo, ram, sla, elp, sol, fau, sin X: ky, ven, axl, chi, may, mil *leave out c.S for 2K 5H 2H 236H on all X characters except millia *millia can only do 2K 5H 236S
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Saw a double seal corner throw combo in a match video and I really like it cause it works on 4 characters and isn't very hard. 5K 9 j.K 6 j.PS 236H 2Pc.S 9 j.P 3 j.P 236S Works on Elph, Millia, May, and Ram. Tested all characters. Combo doesn't work if you substitue 5K for f.S at the beginning vs millia (but will still work vs Elp).
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Techable 236H knockdowns vs Elphelt and Potemkin Elphelt: j.D RC 83 j.H miss 2K5H(2)1H 236H is techable solution: delay 236H or use the bigger combo below j.D RC 83 j.H miss 2K5H(2)1H (wait till at highest point) 236H 2Pf.S 236H She techs 5 hit combo like Zato/Faust but it's not much of an issue since she's so easy to combo in the corner. 886 j.KS c.S 5H(1) 2H j.S 236S 2Pc.S5H(2) 236H for example. Potemkin: Not many issues if you just use 1H/2H into 9 j.S 3 j.S 236H 2P c.S 236H for your combo off everything. He can tech the 6H RC combo in the Faust post. Solution is the same. j.H starter can be a problem. corner j.H 2K 5H 2H 9 j.S 3 j.S 236H is techable. Fix by adding extra hit which isn't hard since he's fat. Putting a c.S between 2K and 5H will do the trick. I think that's about it for these 236H teching problems. It's mostly Faust and Zato that need special attention. Can't think of any issues with other characters other than in corner throw combos. Summary: Zato/Faust/El 5 hit combo problem. Add hits to fix. On El and Faust you can do this easily in corner from 2H by doing a jump normal to 236S then juggling with 2P Zato/Faust tech the 214H YRC j.D standard combo in corner. Can do alternate combo with YRC 214H j.D (wait) 83 j.SP c.S 236H 2Pc.S 236H. Faust techs the 214H YRC 2D 236P corner combo. End with air 236S instead of 236H to ensure knockdown. Faust/Pot can tech 6H 236P RC 5H(2) 1H sj.KH(1) 236H 2H 236H . replace 2H with 6P Elp - must delay 236H after 1H in j.D RC 83 j.H miss 2K5H(2)1H 236H Pot - use corner j.H 2K c.S 5H 2H 9 j.S 3 j.S 236H. 1 less hit allows him to tech from j.H starter.
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Faust 236H knockdown teching Similar to Zato in some ways. 5 hit combos with 1H/2H into 236H get teched same as zato. Solutions are the same. 214H YRC j.D combo works fine midscreen but corner is techable just like Zato. Can use alternate combo in corner from Zato post. Unlike Zato, Faust can also tech the corner 214H YRC 2D combo. Corner 214H YRC 2D 236P c.S 236H c.S 236H is techable (though sometimes not, can't figure out why). Can do 214H YRC 2D 236P c.S 236H c.S j.P 236S instead. 6H 236P RC 5H(2) 1H sj.KH(1) 236H 2H 236H is techable. Replace 2H with 6P at the end to fix this. B&Bs: 2K5H(2)1H sj.PPS 236H 2H 236H works midscreen but not corner. Replace 2H with 1H at the end to fix. Or, can do corner 2K5H(2)1H sj.PPS 236H 2H 236H 2Pc.S 236H 2K5H(2)1H sj.SPS 236H 2H 236H is techable midscreen (though it's possible to juggle with 2P). Not recommended. 2K5H sj.K 3 j.S 236H c.S 236H is reliable midscreen and corner, and high damage so recommended. will do Potemkin and Elphelt next. I think they are only other ones that can be a problem.
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Been looking into what combos Zato is able to tech the 236H knockdown from. Pretty bad when this happens. Sometimes delaying or not delaying the 236H changes things too. Unless I note otherwise assume I am talking about doing 236H immediately. 5 hit starters with 1H/2H into 236H are bad. For example: (corner) 886 j.KS c.S 5H(1) 2H 236H j.D RC 83 j.H whiff 2K5H(2)1H 236H solution: try adding extra hits. for example (corner) 886 j.KS 2K c.S 5H(1) 2H 236H j.D RC 83 j.H whiff 2K5H(2)1H sj.K 3 j.S 236H c.S 236H Something like 2P2P2K2D RC 6H 236H is same hit count but it's not the same launcher into the 236H so it's not a problem. 2P2P2K2S2H 236H crouch hit combo is also ok midscreen. 1 hit to 4 hit starters are ok. 6 hit starter is ok. 9 to 11 hit starters are ok. Knockdown 214H YRC j.D j.S c.S 236H combo works fine midscreen (and you can add 6P before c.S if you want.) However, in corner this combo is techable. You can do YRC 214H j.D (wait) 83 j.SP c.S 236H 2Pc.S 236H instead. Alternate ender with 2Pc.S j.P 236S for double seal. Combo seems more picky on the 214H placement though I think. If you know any other places where Zato can tech 236H knockdown that I didn't mention please let me know (unless they're throw combos, I'm not doing that). Also if you know better solutions to combo problems. Will look at Faust next.