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Posted

I can see how I-No would be an exception to that, but the players I was up against pretty much didn't know what they were doing so... enhhh...

 

I just find 'coward tactics' annoying (twitch bursting, running away, spamming projectiles, and random pokes), particularly against a really bad Millia player I know.

 

It's hard not to fight these guys since they keep challenging me without training first. :/

 

I definitely want to learn how to use Bedman properly now though, particularly his 3H, 1H, and 2H zoning tools and to improve my defenses and setups with him.

 

I'd say right now I have the hardest time against Elphelt's Grenades.

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Posted

please post a trigger warning if you're going to post something triggering like "elphelt's grenades"

Posted

I use 2H 3H mainly in conjunction with task A or Deja vu task C on oki, or  when fishing on a mid return task A shot. it's a good " i need time to collect myself" move and is active for a good amount of time. As always the mobility options of characters are always a factor as well as mid-full screen options. 

 

To bad the netcode is meh cause a Bedman Slumber party room would be a good place to fight others and hash out some things we want to improve 

Posted

If only DVTC was an overhead, then we'd have a true unblockable like everyone else does!  :U

It'd be so broke lol.

Posted

please post a trigger warning if you're going to post something triggering like "elphelt's grenades"

 

Uh... you mean because Elphelt's grenades have a time limit or can be shot by her gun?

 

Sorry, I didn't know about this 'trigger warning' thing.

 

I just want to know how to deal with projectiles that hit twice in a delayed manner (i.e. she throws it, I end up having to block it, and then I have to block the explosion later, which gives me next to no time to set up another Deja Vu).

Posted

Some trial questions:

 

33: That cancel?  How?!?

 

34: Just interested in how he crosses up?  Both the (dv)A' and j.D hit the same side, yet he teleports to the other side.  I can get the same thing too, but not consistently, so I'm just curious of the how.

 

36: Is it just a tight link to hit the final S > Task C at the end?  Or do I need to do something before that to give me enough time?

Posted

Some trial questions:

 

33: That cancel?  How?!?

 

34: Just interested in how he crosses up?  Both the (dv)A' and j.D hit the same side, yet he teleports to the other side.  I can get the same thing too, but not consistently, so I'm just curious of the how.

 

36: Is it just a tight link to hit the final S > Task C at the end?  Or do I need to do something before that to give me enough time?

 

33: what cancel?  having trouble with the 83 after the j.D?  It's not a cancel you just have to do it after the j.D ends

34: I asked about this before but I don't recall getting a solid answer.  I don't  get it either.  You can get it in that trail pretty consistently if you figure out the distance you need for the j.D to hit at though.

36: Watch the demonstration sample and just try to copy that as closely as possible.  The important part is probably the RC > walk c.S.  It's hard for me to get it though.  

Posted

33: what cancel?  having trouble with the 83 after the j.D?  It's not a cancel you just have to do it after the j.D ends

34: I asked about this before but I don't recall getting a solid answer.  I don't  get it either.  You can get it in that trail pretty consistently if you figure out the distance you need for the j.D to hit at though.

36: Watch the demonstration sample and just try to copy that as closely as possible.  The important part is probably the RC > walk c.S.  It's hard for me to get it though.  

 

For 33, I was calling the jump stop a jump cancel.  My issue is just execution.  My timing for the stop (and thus everything that comes after it) is off.

 

For 36, I know I'll get it eventually.  It is easy enough that I just have to throw a thousand attempts at it and I'll get it.  I was just curious if I was missing something.  So I guess it is just a tightl ink?

Posted

I just want to know how to deal with projectiles that hit twice in a delayed manner (i.e. she throws it, I end up having to block it, and then I have to block the explosion later, which gives me next to no time to set up another Deja Vu).

 

I've been doing a lot of dash teleport through slower projectiles (Venom/Ky/I-No etc). One thing you can do against Elphelt is dash teleport through the grenade so you don't have the explosion to deal with (and hit her if she's playing keepaway with rifle after grenade). You can also dash teleport off of the nade explosion, but timing is tight and risky.

Posted

For trial 33, if you are too slow with the instant overhead j.D after the Deja Vu C YRC, the dummy won't get knocked up in the air by the Deja Vu C. That was my problem most of the time when I was first trying it. If you get that timing right, you actually have a huge amount of time to do the float[3] into j.S. You also want to make sure that j.S hits low so that they aren't knocked up too high for the c.S XX 236H to connect.

Trial 34 needs precise timing and spacing on the j.D to make the Task A' hit the back of Sol's head instead of the front, but it's easier to just cheat the trial by setting the Task A', then walking with Sol until it's just offscreen, calling Deja Vu A', and doing a crossup j.D.

Posted

Shadow Ninja beat me to it, but let me put it this way: Task A' teleports you to the point of impact. That is, if the point of the projectile hitting the opponent is in front of the character's axis, you get teleported to the front. If it hits behind the axis, you cross through.

Posted

My iPhone camera vids aren't that bad I have a few very low level videos its day one for me with bedman I made the switch from Elphelt

Posted

I have a couple online Bedman videos on Youtube that are good quality thanks to the PS4's recording feature. Aside from a cool teleport win here 'n there, if you check 'em out don't expect anything spectacular, as I consider myself just an average player trying to learn.

Posted

I was just wondering why we don't have a critique thread?

I've considered it, but I don't feel comfortable putting my PSN out in public.  I might get a recording of my next set though.

Posted

So since hemijack causes dizzy, is Hemijack > IK a thing?

Ok, don't quote me on this because I'm not 100% sure... But it is possible if not very unreliable. I think the foe, if they are knowledgeable can mash out of dizzy quick enough to block. The question is more or less how HARD they have to mash, which coincides with how quickly they start mashing buttons (fairly common sense to a player who has experienced jack before to start mashing on the freeze confirmation).

It's probably best to learn a very strong standing combo for those times where damage would be more suitable.

Posted

Well keep in mind that unless you're in HF mode they're probably gonna mash out of stun before you get to IK summon and land the move successfully, and then there's the issue of chars like Pot not being instant stun from the move.  I guess it's possible, but I wouldn't use it as a crutch.

Posted

How do you follow up on both aerial dust and a straight up ground dust? I heard something about a 2 seal setup with the ground dust which sounds interesting.

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