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Everything posted by Tiamat
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Xanadu Monthly Tournament 11/28/2015 vs 4r5 (Slayer) https://www.youtube.com/watch?v=SWNl0Fxmh58 4:16 - Forgot what to do about halfway through the combo and just threw out 236H and missed. I almost lost the round for dropping that combo cause he got me in the corner when I dropped and beat me up pretty hard. vs Rover Ruckus (Zato-1) https://www.youtube.com/watch?v=x0W4MIXo4Xs 1:55 - Input error on the j.D instant overhead, then another input error and whiffed j.H going upward 8:16 - He made a pretty huge input error here, I think his command grab attempt turned into a jump after the 6K RC 8:41 - You can't see in the video, but right as he was getting knocked down his stick lost connection so he was doomed. A message popped up on screen at the time. vs Matt Coma (I-no) https://www.youtube.com/watch?v=3u9DG9malew I see some spots where I can tell I tried to overdrive on wakeup and I never got it. vs AngryBlack (May) https://www.youtube.com/watch?v=fd_nBq4nH7c 6:50 - I notice here that because I'm in the air too much it's letting her get beachballs out and that's causing me big problems. 9:55 - This round I'm seeing some pretty random forward dashes and 236Hs. Not pleasant to watch. Lost pretty badly here so matchup advice would be helpful. Also, the last match is missing from the video but I know it was 0-6 so it must have just looked like the others. Edit: Made a playlist on youtube for most of my matches that were posted in this thread, many dustloop links are dead. https://www.youtube.com/playlist?list=PLaUlUH9q3MGktHq7l-TaEkbWrDQrb_XKh
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@Pen_Ninja Basic list I have from c.S 5H(2) 1H (starter string) sj. PPS 236H 2H 236H * sol, sla, axl, fau, sin, leo, mil, i-no, ram sj. SPS 236H 2H 236H *haven't tested but I think works on all the male characers from the above list. It has better stability in some cases, like if you add one more hit to the starting string on Sol sj.PPS won't work and you must use sj.SPS. sj. K 3 j.S 236H c.S 236H * Zato, Ve , Chi, Ky, sol, leo, fau, sin 9S 3S 236H 2P c.S 236H *pot sj.83 j.P 236H 2P c.S 236H *el and may Corner 1H/2H > 9 j.P 236S 2P c.S 236H *so, ch, fa, ma, el For Bedman I think you can do some delayed superjump string but I forget. Longer combos are possible on various characters this is just a basic combo list from 1H starter for all the characters.
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- Her normals are amazing and generally beat Bedman's so it's tough for him to poke back. - her anti airs are gigantic. 5H and 6H can swat you from big distance. from up close her c.S is strong anti air and due to the input it doesn't care about bedslam crossups - sniper is extra hard to deal with because of bedman's large size and slow speed. - shotgun is brutal in the corner. Bedman has to rely on basics like IB, FD, Blitz to get out since he lacks reversals. forward dash and Helios both lose to command grab
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There is no way Bedman vs Elphelt can be 5-5
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Don't know why May matchup is so high. I don't think Sin matchup should be worse than 5-5, maybe even advantage for Bedman. He does a lot of damage but he doesn't have anything particularly tough to deal with imo. He doesn't have huge anti airs (other than bull bash which I don't think is that concerning) as long as you don't do things that get hit by beak driver. His DP is small so you can safely do some setups that other DPs will hit. You can hit him for eating with 3H even if he's far away where others wouldn't be able to. You forgot Millia and Zato for your list. Millia is one of the worst but Zato matchup is ok imo.
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1H is pretty much always better than 2H if you can get it. The followup options are much better.
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Yeah that's what I do now. I recommend it for j.D RC combo. Just j.H whiff to 2K5H(2).
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Been a while since I posted matches. I got 2nd at Fraudsgarden. http://www.twitch.tv/f_swipes/v/18995303 04:11:33 vs VR Raiden (Sol) - Lost round at 04:12:47 due to input error where I failed a punish on VV - At 04:18:33 when 6H goes through his VV and you both whiff you can get a 2H punish but I didn't do it 04:28:45 vs Psyken (Millia) - I get hit by her dust a lot. - At 04:29:30 I hit 6Pc.S when she is very high up. I should have done a superjump to combo but I'm not used to doing that so I failed. Shortly after that I try a 236H anti air and it gets stuffed by j.P. I really shouldn't be doing that. Air 236H wasn't working well for me. I put myself in a bad spot with it a lot of times. Even if she is in the air and you're above her her j.H can beat it. - In match 2 I do a really random 6H in neutral and I don't know why cause she was really far away. Near end of round I hit the j.S safejump but didn't combo from it and messed up input anyway and got 5H. I hit her with a low then I comboed to 236S but I forgot about the ball return which messed up my knockdown. End of 2nd match I hit a 5H on oki but I wasn't trying to grab him. Not sure if some strange input error or what. - 3rd match did not know she could IB 2H then forward run under 236P -_- - should have 3Hed her for doing a blockstring to secret garden 04:15:00 vs Pacstrife (I-no) 05:29:00 vs DBC (Venom) - bad burst punish first round - I know the double seal throw combo for Venom but I was pretty sure I would drop it so I did something I knew I wouldn't drop. I really don't want venom to get out of the corner. 05:52:00 vs Daiken Dan (Elphelt) Loser Finals - 2nd round I didn't struggle the stun. Failed to combo from the j.S safejump in last round. Could have done 2K. Hit a 236S knockdown and messed up my airdash input resulting in an empty jump over. - match 2 I dash teleport then I do f.S 2H whiff. you'd think I'd be able to realize I whiffed and not do 2H... - kept trying my safejump j.S to 6H even though he was jumping the 6H, didn't adapt well for this. - match 4 I've missed punishing her 5H whiffing over my crouch I few times. Tried to do double seal combo from a corner throw and failed miserably. - last match finally punish her 5H whiff over my crouch. - dropped my j.H to 2K combo. 06:05:45 vs Psyken (Millia) GF - 6H RC combo drop sucked first match - match 2 I see 236P really doesn't seem to be worth much since he just runs under it. He's running under a lot of stuff throughout my matches with him and I didn't catch on. - match 3 round 2 I tried 6H crossup when I should have known I was too far for it. I would have won this match if I had done a 2K OTG at the very end but I was trying to do 2Kc.S and I pressed 2K too early so 2K didn't come out and c.S missed. Then I tried to interrupt millia with 2K instead of 2P and died cause 6K -_- - match 4 last round I saw he had full meter so I predicted his wakeup OD. I YRCed then did a forward jump to air FD but got hit. At the time I thought the OD crossed me up (maybe it did cause I do see a side switch) but I think maybe I just ran out of meter for air FD. I shouldn't have YRCed. Not sure what is best way to deal with Winger when she's able to RC it. Haven't tried but I don't think backdashing to make it miss would work because she goes downward after going up. After that happened I lost composure and started doing more random 236Hs which is bad. Mostly want advice for Millia matches since I lost those.
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double seal corner throw combo on millia: 5K 9 j.K 6 j.KS 236H 2Pc.S 9 j.P 3 j.P 236S This combo is easier and has better S DV placement than the 2 combos from the video below, but it doesn't do the highest damage. here's that old double seal throw combo video: https://youtu.be/yluxxBmoYnM?t=51
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I've seen it used in Revelator vids. Bedman seems unchanged from what I can tell.
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That's a pretty broad question. Look through his wiki page if you haven't already: http://www.dustloop.com/wiki/index.php?title=GGXRD/Bedman Make sure you know what his moves are and what they do. Get used to his movement. Learn some basic combos.
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Any good new match vids to watch? It's been a while since I've seen anything.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
Why are you getting punished or air thrown though? Is it happening during neutral or are you doing your oki wrong? -
Sol Divekick punishes with IB: close IB=c.S punish middle range IB=blitz 2nd hit far range IB=2nd hit is true blockstring. because of this, no risk if you tried to blitz
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Corner combos on Elphelt: 2K 5H(2) 1H 9 j.P 236S 2P c.S 5H(1) 236H - simple/easy combo 2K 5H(2) 1H 9 j.S 236S c.S 9 j.K 3 j.P 236S 2P c.S 5H(1) 236H 2K c.S 5H(1) 2H 9 j.S 236S c.S 9 j.K 3 j.P 236S 2P c.S 5H(1) 236H - alternate string at beginning same as above combo otherwise 5H 2H 9 j.S 236S c.S 5H(2) 236H c.S 5H(2) 236H Number of hits before the 1H or 2H affects what you can do. If you want the S seal to be low enough to hit crouching and you are doing a simple combo using 9 j.P 236S will set the seal lower than using 9 j.S 236S at the begining of combo.
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Don't crouching block HCL if you can help it. She is at a huge advantage.
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You both are thanking me for GCyoshi's post lol.
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@NecroTheReaper If you don't know anything about your opponent's habits I think it makes more sense to use frametraps first. Regardless of the player's skill level most will try to mash buttons on defense. It's also a risk vs reward thing. If you try to grab and they hit you well, you got hit. If you try to frametrap and they didn't attack, they just block it which isn't so bad. Frametrap is clearly the safer option (though it will lose to DPs/blitz/etc).
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
air to air: j.P and j.S j.P for speed and j.S for range main ground pokes: 2P, 2K, f.S, 2S Which ones are better depends on the matchup. If opponent character has low invulnerable moves like Axl 6H or Millia 6K you should use more 2P or f.S. Be careful with f.S as the whiff recovery is pretty bad on it. If they jump over it you're probably gonna get hurt. anti air: 6P Other than 236P you shouldn't use his specials a lot during neutral. air 236S can be whiffed safely if you're going over them sometimes it depends. Try not to use 236H much unless you know you'll be able to whiff it safely (like a ball return is covering you). It's not a very good anti air and loses to air normals often if you try to use it for that. Oki mixups there are a lot of things you can do. Midscreen you can do 6H setups from 2P or 2K gatlings, or from a blocked jump in. You can also just use it on it's own on a waking up opponent. From an air throw 6H will crossup even in the corner. From 2D you can try for a 6H setup or you can do 236K, or you can try to meaty some normal or a safejump. j.D RC into combo is good. From a 236S knockdown you can do 981 j.S (safejump if done properly), 981 j.H whiff 2K, 983 j.H whiff 2K (crosses over), 2369K, or walk back tiny bit then 214S into something (or you can YRC it). If they are knocked down in corner you can try for 214S repeats in short blockstrings. From 236H knockdown you can do 214H and then meaty 5K/c.S into 983 j.H whiff 2K or 983 j.S or whatever. You can also 214H then walk forward and grab them before the 214H connects. In corner you can get a meterles combo with 214H 2D > f.S 5H 236H. You can YRC 214H and do j.D/2D mixup in corner into a combo. -
It's better if you can get it so that something is covering your landing, like 214H. It's faster if you do j.H whiff into the 2K (maybe you know that). It also is good if your opponent likes to blitz against meaty jump attacks on wakeup.
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I was looking at what moves can be used to bait burst from the ground. Shoulda looked at it long time ago. All jump cancelable moves you can forward jump and airblock the burst, or you can backward jump to make it miss then forward dash. If you're close enough it's possible to air throw them out of the burst, like from 5H(2). For non jump cancelable attacks, you can block a burst from a hit with 2P, 2K, and 2S. The moves you can't block a burst from after hitting: 5H(1), 2D, 6P, 6H. If 5H or 2D hits from too far away the burst will whiff though.
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Meterless j.D combo
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There have been times I saw it was going to crossup during mirror and I press 6 -_- Bad mistake.
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j.P doesn't have any invincibility so it depends. During neutral j.P should beat divekick and BB. If he's already starting his move and you're still on the ground you may not have time. If he does BB in blockstring I don't think you can j.P it. 6P is more rewarding cause you can combo to 236H. From j.P air to air you can generally only knockdown with air 236S. Also for riot stamp if you can't 6P because you are airborne you can hit him out with j.S
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- Dive kick waiting then doing 6P with correct timing is the best. j.P can work but it depends. If it's working for you though go ahead. - Against Riot Stomp you want to react to it with 6P and not block it. If you want some extra damage you can do CH 6P 6H or CH 6P c.S 6P since he is low and very close to you. - air IB to throw works. you can also 6P it but you'll probably have to go straight to 236H cause of his height if you do. Blitzing it is also an option.