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Everything posted by Tiamat
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Thought I'd share CH 3H combos I found. Until now I was mostly doing forward jump j.S 236S. They change based on the range the 3H hit at and by the size of the enemy character's air hitbox but some of them are fairly stable. Try them out and see if you find something you like. For the jumps I'm just putting the inputs. CH 3H > 9 j.S 236S CH 3H > 1983 j.S 236S CH 3H > 986 j.S 236S CH 3H > 986 j.S land 236H CH 3H > 986 j.S c.S 236H CH 3H > 214(any button) > 2H 9 j.S 6 j.S 236S For the 986 j.S ones you want to do the jump to airdash immedaitely and then delay the j.S so it hits while you're low and close. For the 214(button) > 2H ones delay the 2H so they are lower to help rest of combo. This works better on big chars like Leo and Faust. All these can work on Venom who is pretty small (he was my main dummy for this). On other characters some of them are easier or less range/timing dependant.
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I tried reacting to his S projectile with 3H with the following recordings from round start distance and playing them on random. I used a backward double jump to get distance and charge during it. double jump back > S projectile double jump back > forward IAD double jump back > 236H I'm not gonna say it's impossible but my reflexes aren't up to it. By the time I react to the startup of the projectile it's too late, the projectile hits me before my 3H hits him. I tried walking back a little to get more distance for reaction time but I still can't get it. About doing the air Task A, I mean from a backward normal jump. This is high enough to not be in danger of being hit out by the S shot. After that you can get to the ground again quickly by dashing downward.
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I'll look at it again I really didn't think it was reactable.
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I'm talking about the S projectile not the huge slow one. I think 3H against the fast one is more of a guess so it's risky. If you do Task A or TK task A ground level there is good chance he'll hit you out with S projectile unless you are completely on other side of screen.
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Leo is a bit different from Sol for zoning cause his nearly fullscreen projectile will destroy everything. Like, against Sol the ground level TK Task A can be good, but against Leo I think you almost always want to set it up above his projectile height or he'll just blow away the DV seal easily. On the other hand he moves more slowly than Sol.
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Sol can be tough but I don't think it's a disadvantage matchup. If your defense is good and you play the neutral well you can make it hard for him to get in and get his stuff going. For the most part he doesn't really have a "free" get in tool. He can't shoot something and move in behind it, or teleport, etc. and he can't compete at very far range so he has to come to you. It's rough when he does get on you though. Not sure if I've seen any 1.1 Japanese vids of the matchup.
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It's not surprising Bedman players would struggle with Chipp and Venom I think those are two of the worst. Feels like in the Chipp matchup the only normals worth anything during neutral are 2P, j.P, and j.S :p
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I think generally you don't want to be trying to get at him unless he makes a big mistake. Do fireball wars and use 3H until he comes to you. I think Slim's post was right, you have to play dodge ball. The dash is still good but you have to know when is a good time to do it. If you see that he is moving/intending to move behind a ball(s) he sets going forward and you can go into the ball that will mess up his setup. If he's just chilling there waiting for you of course you'll be in a bad spot. Against his oki reversal Blitz or Helios is useful. Blitz will stagger some common oki setups where he does the air ball when he's coming from the air, though he has things that don't cause him to get staggered. I think Helios is prettymuch flawless if he's in the air, I don't think he can do anything but block it. Also, he has the fastest face up wakeup speed in the game, and all bedman's knockdowns are face up except 2D. Make sure you take this into account when doing your oki. (this is just general comment not in response to your post)
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You did really well GcYoshi I was watching your last two matches in the team tournament. Nice OCV on the last one.
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I won't be there but good luck guys I hope you do well.
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Not sure really. Blitz would work. Otherwise I assume you can air throw it. What happens if you try to try to backdash it?
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Just don't dead angle if he's in the air, though that's just a general thing against any character. DAA doesn't have a good anti air hitbox, and it also won't guarantee a knockdown if it hits airborne opponent. edit: oh and on the other hand, overdrive is opposite it's safer if they are in the air, cause if they are in the air they can't grab you out of it (unless they can land in your grab range before the attack hits). edit2: Oh yeah Chipp has an air DP. He could probably just do that every time you overdrive if he's not stuck in recovery.
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ECT Team Tournament vids. These are from the day after singles. I was teamed with VR Raiden and Matt Coma. Until grand finals I was the 1st up every time. https://www.youtube.com/watch?v=uIZAj59cdsE&index=1&list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB vs Team RU Match 1 - Super lame venom throw combo I know, I wasn't feeling confident at all. Just wanted to make sure I got the knockdown. The 2D hit to whiff 236H at 1:30 I dunno what that is. It's bad. Match 2- Dropped couple combos vs Sin. I see I do the 2D 236H again. Bad habit. Don't see the logic in it. Match 3- dropped throw combo https://youtu.be/-JafhavHNOs?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=604 vs Team Easy Coast Match 1- there's that 2D 236H again. Messed up my 214H YRC. coulda done a 6H combo but I went to 236H for some reason. Kinda funny 2D 236H ended up being the kill hit, though it doesn't even look like I canceled. Match 2- punished DP with only c.S I was baiting a burst. I'm so used to Leo players mashing burst when their DP is blocked. Shouldn't bait the first time if I haven't seen them doing it. Keep throwing him away from corner. He drops a kill combo at end of round 2 and 3 so it's kind of a bummer realizing that's the reason I won. Match 3- totally blew my pressure when I knocked him down in corner near start. https://youtu.be/U3FE1f78wEQ?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=595 vs Team Mostly Black Match 1- Still throwing away from corner. Match 2- Black beat throw combo. Drop my j.D combo in round 2. Round 3 drop air 236H combo. c.S didn't come out and then I just whiff the 236H (similar to previous round combo drop). Then I do a really lame corner throw combo when I need a kill and I lose because of it. Might have even been able to OTG that for kill. https://www.youtube.com/watch?v=TBRzYv2dgBg&index=5&list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB Grand finals vs Team Easy Coast Unfortunately, I lose all of these. Match 1- Really need to stop doing 2D 236S unless I'm totally sure it's going to work. The OTG sucks. Think this is the first time I've ever 2Ped Millia out of her dust. I really need to punish that move she did at 1:27. Match 2 (7:44)- Pressed the wrong button for my DV. I try a corner throw combo but I'm too far for the 236H I should have known. Costly mistake. https://youtu.be/HcNC9ztQ6Mk?list=PLDNPEhQzFdxi598G_NRHNZLEF7zeb-qqB&t=504 Match 3 (8:24)- That 2H whiff I assume input error but I'm not sure what I could have been trying to do (236H?). Badly failed a j.H hit confirm. Match 4 (10:48)- I see I did a 7 dash for no good reason and it put me in bad spot in round 1. Last round he basically took my entire lifebar with nobiru. I made bad jumps then I had no tension to air FD them. Should have known better than to try TK 236S just ran into a drill. I will make a point to cut down on the random 236Hs in the future. Should have stayed lower altitude vs Zato.
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@TagAnarchy Well reason I made the patch comment is cause they did get rid of the YRC OS vs Bursting thing, so maybe they will get rid of this later. @Rikir In the vid you say if they safejump they can block the overdrive, but I think if they safejump and you do overdrive they will be able to grab you.
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Thanks for in depth comments. vs Omni I really need to get better about FDing when I try to jump out. That's a big problem I have and I'm going to work on it. Sometimes I mess up the input somehow too and I don't get the FD immediately. The Elphelt matchup advice is good, I always just tried to desperately close distance or dash when she goes sniper I never thought to block and 3H if she tries it again. I'll stay lower and do more Task A. Didn't know about the pineberry moving during overdrive. 5H is never intentional after Task A' it was always input error vs Mynus I basically decided I was just gonna spam j.P before the match started lol. Her j.P can beat it but other than that it should beat most things. 2nd match I teleported through and hit c.S 5H then did 236H...I have no idea what this was. It's obviously a failed hit confirm but beyond that I'm baffled why I did this. Then I whiffed a 2K and I did 236H again. I think this one was a read because I thought he'd try to airdash at me when I whiffed, but he just jumped away so I missed. If I really thought he was gonna airdash at me there I shoulda just done 6P I suppose (though my read was wrong anyway). vs Esports He said before the match he didn't know how to fight Bedman and I figured he was probably telling the truth so I did extra dumb stuff like the air 236Ks. Be better to just play the matchup correctly though the advice is good. vs Coma You're right about the Task A I would just throw it then not do anything. I didn't give him any reason to feel pressure during the neutral. I notice I keep moving away from him after throwing ball for no reason just backing myself into the corner more. I got a 2H whiff in the 2nd round that I don't' know what that was about. Maybe super super awful confirm from f.S whiffing and I was trying to do f.S 2H (lol?). Maybe it was supposed to be 236H expecting him to airdash at me and I totally ruined the input. Don't know. He was already in the air when I started it so this move makes no sense. Man I really did some awful bursts this match. I think these 2D to 236H's are anti air reads but it's bad. I should be trying to string to 2D as little as possible anyway since the options from it are bad. I really fell apart in this match. When I look at the last round it kind of looks like I'm starting to pull it together but not quite and it's too late. I think the crappy superjump 236Ks bled over from my Sin match. The fact that I YRCed it before it even came out indicates I realized how bad the move I made was.
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Yeah I dunno what would be a good use for it with Bedman. I hope it gets patched out soon though it sounds pretty dumb. The google doc looks good Rikir I think that would be helpful for reference and for new players especially. I see you did a safejump video too, pretty cool. About safejumps, I only started using some recently. Here are a couple to play with if you don't know them, and timing will change based on their wakeup speed. From 236S > 981 j.S From throw or 2D > superjump forward to 83 j.S The superjump one is pretty easy on some characters not so easy on others. Also throw is face up and 2D is face down so need to take that into account. If they standing block the j.S you can turn it into j.SP string.
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Thanks for the comments. For superjump Task A' I think you are talking about the Sin match, I don't think I used it much in others. I was doing it to throw off his anti air timing not because I wanted to actually use the 236K for anything. Doesn't work on people who know how to anti air properly though it was a gimmick. I'll work on my oki from 236H. Wondertonic said something similar about the 2D it was blowing my pressure and they were just blocking it.
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LOX matches https://www.youtube.com/watch?v=t5ELWL8Cbzw https://www.youtube.com/watch?v=Qyfpw1CwccY
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Sabamiso online matches vs Daiji (Ram) https://www.youtube.com/watch?v=S1yUE1DR6uE vs Susumu (Chipp) https://www.youtube.com/watch?v=2Gb_tO1rI9o vs Isamu (Venom) https://www.youtube.com/watch?v=tY2yRzUuIGQ vs Kedako (May) https://www.youtube.com/watch?v=Rqn3NRcy3i0
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I think he's talking about air throwing Chipp's backdash somehow. Air throw reward is so low though (no combo or DV setup) I think hitting a normal into a combo would be preferable for a backdash catch.
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Matches from ECT http://www.twitch.tv/deadly_bison/v/6133281 2:47 vs Omni (Elphelt) I played bad. -_- 3:35 vs Mynus (I-no) Did well here but still did some dumb things like throwing him away from the corner twice in the same round. http://www.twitch.tv/deadly_bison/v/6149164 vs Esports (Sin) at 1:20 I shoulda just blocked more. You'd think I'd never played vs Sin before. vs Matt Coma (I-No) at 2:10 Needed to play more aggressively. I took too much mental damage from being hit by her j.P at the start and reverted to ball tossing which is a bad way to play this match. Lots of mistakes and bad decisions in these but you may see something I didn't so comments welcome. Should be some team match vids coming up soon from ECT as well.
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Unfortunately although 2S does beat 6P at round start you won't get a counterhit so you can't combo. Glad I finally got some responses though lol.
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I don't know but air throw oki has nothing to do with combos so it's kinda off topic. 6H can't even meaty after it now it's too slow I think. Pretty sure they can mash fast normals on wakeup to hit him out or jump depending on the character. Still usable though.
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Hmm I dunno XD It's not a big deal to skip the last rep on Venom. It's not like you lose a ton of damage. Last time I played a venom offline I got the full version but after that i used the shorter cause I wasn't confident. Against Chipp you can get a better combo than the one I posted on the previous page. That one does 165 f.S 9K 3S 9S 3S 9S 6S c.S 236H this one does 170. It also works on Sin and Sol. Very good combo.
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iirc you want to hit f.S at the beginning when he is fairly low, not immediately. This makes him lower for the remainder of the combo.