NecroTheReaper Report post Posted July 9, 2016 j.D doesn't give anything outside of specific setups that either require meter or only work on certain characters. Also, because of how fast 883j.K and 883j.H (wiff) 2K are, this is still overhead/low mix-up. Grab also gives nerveless reward and good damage (130+ dmg corner combos is really good especially since you can boost that by cranking RISC). Share this post Link to post Share on other sites
Lynxfort Report post Posted July 12, 2016 From the wiki Quote c.S > 5H(2) > 1H > 993 j.P > 236H > 2P c.S 236H (elp, may) I have hard time connecting the Task C after jP..any tips or tricks ?? Share this post Link to post Share on other sites
NecroTheReaper Report post Posted July 12, 2016 There's two different timings for both El and May. With El it's pretty lenient and you can do it with almost no timing. May you have to delay the 993j.P a pretty good amount. Share this post Link to post Share on other sites
Lynxfort Report post Posted July 14, 2016 I forgot to ask...what is his optimal punish combo on jam?? Share this post Link to post Share on other sites
NecroTheReaper Report post Posted July 15, 2016 X>5H>1H>sj.PP>slight delay j.S>j.236H is what you wanna do on Jam if close enough Share this post Link to post Share on other sites
Verimeloni Report post Posted July 15, 2016 Dunno if anyone mentioned this before but if you know you're getting a CH punish, by doing 2k, 5k or 6p before c.s you don't have to delay the j.s after j.p, like with j.d rc route. With 6p you get the optimal damage, but as far as I know you can't do the 2p c.s pickup after j.k6j.ks 236h followup. Share this post Link to post Share on other sites
Blade Report post Posted July 31, 2016 Do you guys think Bedman will ever get a Mid-air Deja Vu option? Share this post Link to post Share on other sites
Lynxfort Report post Posted August 19, 2016 On 1/30/2016 at 0:34 PM, Tiamat said: 1 for something that is usually reliable I suggest f.S 236H back to burst punish.. Some times the burst push back on block makeT.C whiff.. how about this alterntive combo "if befddy were too far" 5S.jK.jS.jc.jK.jS.Air Task B..?? Share this post Link to post Share on other sites
NecroTheReaper Report post Posted August 19, 2016 I'd honestly just do f.S>j.P/K/S>task B just to get the knockdown. It also gives you decent task placement instead of putting it way over your head. Share this post Link to post Share on other sites
Ririshii Report post Posted August 23, 2016 Any way to get this type of thing to work on Elphelt/Jack-O/Faust if they're crouching initially? Pretty sure their crouch hitboxes are too small to be able to do it effectively, but I just want to confirm. Share this post Link to post Share on other sites
NecroTheReaper Report post Posted August 26, 2016 Is there a reason to do this on crouching opponents? Usually the mix-up happens after the j.D, if you already hit them with the j.K, you should just confirm with j.P/2P, especially on those characters Share this post Link to post Share on other sites
Ririshii Report post Posted August 26, 2016 Was just considering it as an option over something more common, like jK > jP > jP, even though that option basically just autoconfirms for you and works without issue on the cast. Obviously if the jK connects, you've got better buttons to be hitting to confirm with, but if jK connects and you still go for jD, it'll confirm and just put you back into position for jK > jP > jP. But yeah, unless those three are already standing (or get hit by the jK), the jD will just whiff, so it's probably just better to go for jP after jK, like you mentioned. Share this post Link to post Share on other sites
Blade Report post Posted February 13, 2017 It's killing me that no Bedman info was changed in Loketest 2... Are they really making him useless? Share this post Link to post Share on other sites