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Everything posted by Tiamat
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Too weak, not worth it.
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Dash is good for getting out of the corner if nothing else. You can try doing it after blocking a normal you expect him to cancel to a special. edit: this is pretty risky so I'm trying not to do this much now. FD superjump is a safer option.
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Well turns out I was wrong, you CAN frametrap 2K from 2P. Delayed gatling from 2P to 2K makes it a frametrap and it's still a combo if the 2P hit. I find it somewhat odd that I can't seem to delay c.S from 2P at all but I can delay 2K. Just doing a normal into another normal and beating them is not a frametrap. Like sometimes I get blocked c.S into coutnerhit c.S. Yeah that can work but it's not a frametrap cause you aren't actually at advantage. The thing to keep in mind is that holding 1 and mashing P is basically an option select that only loses to frametraps. Stuff like 2P walk 2P or 2P walk grab will lose every time if they are doing it right.
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Bedman has no + on guard ground normals so the only way to do a frametrap from a ground normal is with a gatling string. 2p > 5H leaves very tiny gap so can frametrap 2p > 6H may work but I think it trades with most 2ps 2p > 1H probably works but I haven't tried From a blocked jump in though you will be at frame advantage and can frametrap by slightly delaying a c.S. @GKHiryu You can't frametrap 2K from 2P. If you gatling to 2k it will be blocked and if you wait till 2P ends then 2K you'll lose to their mashing since 2p is -1.
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I'm doing short corner grab combo because I like the oki better. It's outside their DP range (ky/axl for example) and allows you to do walk grab before the DV hits, which I'm pretty fond of. If I am playing against someone I can't do the short combo on (leo, sin, venom, zato etc) I do the longer combo. On Faust though it's moreso just that I would probably mess the combo up lol. j.S on Ky I was doing cause I figured it should beat his j.H but I guess it didn't work that well the way I was doing it. j.K isn't something I'd use air to air though, the angle it hits is mostly below Bedman. I think you're only supposed to use j.P and j.S for air to air. The TK task A's I was using were when I hit 2D and they were near corner, in that situation it should be meaty as long as I'm close enough. Since they mentioned you doing j.S air 236S already, I'd say what you should be doing instead is just doing j.P instead of j.S a lot of times. If you are inside your j.P range there isn't much point in doing j.S since it's slower, harder to confirm from, and has worse options if blocked. It's also bad if you whiff it, unlike j.P which even if you whiff you can quickly do another attack again. If you are outside your j.P range though sure, do j.S. Sometimes you hit a combo and go to f.S then do 236S which doesn't combo. Try to hit confirm and do something other than f.S so you can get a knockdown. If you're still going to f.S you should chain to 2S 2H though, since at least that's a combo on crouch hit.
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Tournament matches from Xanadu Monthly tournament 03/28/2015 Other than Grand Finals there are sound issues with the vids. There are also a few parts where the video jumps ahead slightly. vs Nicoletti (Faust) https://www.youtube.com/watch?v=oeV6TR1kKBk vs Sekuhara (Ky) https://www.youtube.com/watch?v=nQJqo8c66yQ vs Zapp (Axl) https://www.youtube.com/watch?v=NWqNUUhtpgU vs Steve H (Ky) Winner Finals https://www.youtube.com/watch?v=br6q9ZE_KYo vs Zapp (Axl) Loser Finals https://www.youtube.com/watch?v=rHiVnkALRcU vs Steve H (Ky) Grand Finals https://www.youtube.com/watch?v=gk3NEOC4Z6g
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I think safejump j.S loses to elphelt's wakeup OD from the task B knockdown. iirc anyway
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Unless you are close enough to get a guaranteed grab after blocking BR it is very risky to attack after it. VV will beat all your moves and 5K is also likely to stuff you. Instant blocking it helps, but if you're too far you can't punish even if you IB it. If you are talking about hitting him out of it though, it would depend on the blockstring. You may be able to 5P or 6P him out of it from some things. You could also dash parry into it if he's doing it in a blockstring
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I like 3H after hitting a DAA. Distance is just right.
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You generally don't want to do 3H unless Task A is already out to cover it. It's still worth doing raw if your opponent is being predictable with long startup projectiles like leo's big one, may beach ball, venom QV etc. In these instances you'll hit it as CH so it will knockdown but you can't do much cause of distance. I think CH 3H RC walk 6H combo is possible but I've never done it in a match.
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If he is doing the unblockable on you in the corner it seems worthwhile to try wakeup blitz as you are getting up. If the kick hits before the drill you'll stagger Zato and then you'll be able to block the drill without being hit. It won't always work but it's worth a try. You can also try doing wakeup backdash to decrease the damage you take a bit. Makes the first few hits miss though you'll still get hurt a lot.
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FDing his normals is helpful but I dunno a mash point. If you are doing projectile wars with him you should do the air Task A and just keep doing it repeatedly if it is being intercepted.
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Necro hiding his sick corner dust combos. The nerve :P Wish I knew about these sooner I didn't know you could combo to K ball without having it side switch.
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Can't you just spam the sword sets during neutral?
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I feel like dust pushes out too much on block for you to frametrap off it even if doing as a meaty on oki made it + frames. I really hate that the strong corner dust combo completely fails if dust lands as counterhit.
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From what I've seen the main OTG Bedman players do is 2K c.S into 214H DV YRC or jump cancel the c.S.
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For an example of using the dash to get out of corner, Sol as example. Sol players like to cancel 5H and 2D into special moves. After blocking them if 66 you'll dash parry through the special move. Should be mashable.
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you can also try 66 to parry teleport out
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It's neat that no matter how close to the corner you air throw it will always leave enough space for 6H crossup. You are in wakeup grab range after air throw so step back slightly when doing 2K meaty. You can get a good air throw setup during a corner grab combo after doing airdash 6 j.S instead of doing c.S after land just jump air throw there.
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Well 6H RC does 190 150 for RC j.D was totally reasonable imo. Now it will just do a bit less. Not a big deal.
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j.KS is burst safe too actually. If the j.K hits you can put in j.S and hold back and it will block if they bursted after the j.K. you can also block after the j.S hits but It's gonna mess up your combo if you bait burst there. Haven't checked how it is against DAAs.
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Here are some tournament matches I played last weekend. vs Psyken (Millia) http://www.twitch.tv/f_swipes/b/621766856?t=9m58s vs Poverty God (Sin) http://www.twitch.tv/f_swipes/b/621784452?t=8m01s vs Jin (Millia) http://www.twitch.tv/f_swipes/b/621784452?t=41m58s vs DBC (Venom) http://www.twitch.tv/f_swipes/b/621784452?t=1h33m04s vs Nine (Ram) https://www.youtube.com/watch?v=fhr4CIb4LVw The Venom and Ram matches didn't go so well. Having trouble during the neutral with them. Got hit by Ram 6K a lot. Dropped some throw combos in various matches. >_> EDIT: all links dead except the one on youtube
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The shorter combo leaves more space between Bedman and the opponent so the oki is different. It depends on what you want to do after it. Also, the longer combo puts bedman in wakeup VV range. I won't claim to know what his reason is those are just some possibilities.
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2/8/15 - Did netplay just become worse?
Tiamat replied to VictoryThief's topic in Guilty Gear Online Play
I was trying to play with someone in my region and it said we had a 3 bar connection. First room he made we got a host not responding message and it kicked us. He made another room. Repeatedly get "please wait" messages. I entered two battles vs him and he just stood there so both times I returned to room. I asked and he said he was in the room the whole time. Totally busted right now. -
To correct myself, that TK 236P 3H 236H is something I do after throw, I'm not sure how well it works from 2D. Prob depends on distance. Pretty sure TK 236P will meaty though. And since I brought up safejumps, what ones do you guys do? From throw and 2D you can walk forward a bit then 986 j.H safejump and from Task B if you jump straight up and come down with j.S you'll be safe from all the meterless DPs (except clash with sol) though elphelt overdrive beats it. You guys have any good safejump methods to share? I'm trying to use them more but not sure what best ones are.