Tiamat Posted February 4, 2015 Author Posted February 4, 2015 Hi Dustloop, I have some painful footage of my first serious Bedman play in a local tournament: http://www.twitch.tv/jgarcade/c/6037644 Frankly I'm surprised I did as well as I did considering the Sol player. -You kept doing 6H without going into a special move from it. If you're going to commit to 6H you should cancel it to a special move. - When you throw you never do 236K from it. Do it sometimes. It is safe from his reversals. - Block more when under pressure and after being knocked down. If you're in the corner block and look for a spot to 66 or superjump. You may also be able to hit him out of something if he does a bad move but you need to be careful. - At 3:40 you are doing normal jumps to j.H. You're at a disadvantage when he blocks this. If you're going to do j.H do 886 first. If you just want to do a jump in try forward jump j.KPS or j.KS (pick based on how high you are when you do the j.K). - If sol is far away throw Task As. Use j.P air to air. 2K is good vs him on the ground if you're in range for it. If he's trying to jump in on you 6P it.
Tiamat Posted February 10, 2015 Author Posted February 10, 2015 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
Tiamat Posted March 31, 2015 Author Posted March 31, 2015 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
NecroTheReaper Posted March 31, 2015 Posted March 31, 2015 Only consistent thing I notice is a lack of optimal corner throw combos, especially in what I'm assuming is an offline tournament. Everything else I can say is just nitpicky, but what the hell. grab>5K>f.S>j.S>6j.S>c.S>236HS is practical and consistent on Axl and Ky Grab>5K>(j.S>3j.S)x2>236HS works on faust. Personally wouldnt use j.S much against Ky, j.K I've actually used more consistently as an a2a poke against him. Also tk task A' I find more unsafe and doesnt hit meaty vs Ky. You can typically just delay tegular task A' and it'll hit first frame plus be a bit safer the closer you are.
GKHiryu Posted April 1, 2015 Posted April 1, 2015 https://www.youtube.com/watch?v=_ns8oiZxdgA#t=0m36s Me playing against GenericSuperHero. I'd love to get any critique out of this set.
rubedo777 Posted April 1, 2015 Posted April 1, 2015 why do you keep cancelling air to air jS into air task B? What if that air to air got blocked(never was but they should have been), you would get punished as a result. I would instead cancel into a variety of other things, such as airdash forward, downforward or downback(depending on height, trajectory, etc) or air task A.
GKHiryu Posted April 1, 2015 Posted April 1, 2015 Task A can't be done most of the time because it's already out. Other than that I can often confirm whether or not j.S will hit, so I do it for the damage and seal. Though you are right in that I shouldn't always go for j.S>j.TaskB. It's something I picked up from the japanese, whom I saw recklessly doing 6H into TaskB and not yet bothered to change in my gameplan. Yep. Air task B if blocked is stupidly punishable.
NecroTheReaper Posted April 1, 2015 Posted April 1, 2015 Since you like to use 2/3HS zoning, you really arent capitalizing off successful hit/blocked moves. If you get them to block it after a task A launch, throw out a task C every now and then, or at least empty cancel it into DV. Not doing anything leaves you with a ton of recovery to deal with. Also, too many wiffed 5HS in blockstrings. Typically I'd say this cant really be avoided, but the Faust MU demands you dont wiff this much since its just what he needs to get his game rolling with f.S. Might wanna ease off the dashes just a little. A lot of them got a successful punish, but a lot of them also got you nothing. Superjump task B YRC is another way out and away if you dont wanna deal with Faust. No punish but you could use the space more than him. For now (until we get clarification on 1.1) I wouldnt use j.S as a pressure tool even if faust is blocking a DV. j.S doesnt have many useful gatlings atm, and j.K>j.P will work on a crouching faust and combos into kd. Nice callouts on his IOH and tick grab setups. Really made your defense game more intimidating to the Faust. He tried to command grab you twice out of like 4 or 5 matches.
GKHiryu Posted April 1, 2015 Posted April 1, 2015 Since you like to use 2/3HS zoning, you really arent capitalizing off successful hit/blocked moves. If you get them to block it after a task A launch, throw out a task C every now and then, or at least empty cancel it into DV. Not doing anything leaves you with a ton of recovery to deal with. That.... Is actually brilliant and I haven't thought of it at all. Thing is, Faust scares me a lot with stuff like f.S that so far I feel like could get me almost anywhere, anytime. That's why I refrained from using moves with forward momentum. Though with Task A return, that may work. As for zoning with 2/3H in general, it's a matchup thing. When I tried to play the MU using pokes and in a more direct/offense based manner I got blown up haaaaaard. May be my error of judgement, but I don't think Faust can be defeated by BE without keeping him away for the bigger part of the match and zoning as much as possible. For the most part I use dashes because they keep me close to the ground, where I have more options to work with. I'm trying to keep j.TaskB YRC in mind, but my YRC game in general needs a lot of work still. j.S thing is me trying to take advice. According to my sparring partner carefully used j.S shuts Faust down, though I've yet to use it effectively.
NecroTheReaper Posted April 1, 2015 Posted April 1, 2015 Hmm... never heard of j.S shuttinf faust down. Typically j.K has a deeper hitting hitbox, though j.S does have more actives. Also, this is just some fun I like to do vs fausts since task A' oki doesnt work on him midscreen, learn the safejumps. Bedman can be scary on wakeup with safejump j.S because of how many mixups this makes the Faust have to think about (standard high-low, throw, double overhead, etc.)
GKHiryu Posted April 1, 2015 Posted April 1, 2015 Yup. I've already picked up that my oki game is very bland and I don have to always go for meaty Deja Vus. Another thing I'd like to start doing is TK A' after midscreen combos. I've seen it work after Task B knockdown, which surprised me a lot. I guess Faust just doesn't have anything fast enough to beat that, thank Triglav.
Tiamat Posted April 1, 2015 Author Posted April 1, 2015 Only consistent thing I notice is a lack of optimal corner throw combos, especially in what I'm assuming is an offline tournament. Everything else I can say is just nitpicky, but what the hell. grab>5K>f.S>j.S>6j.S>c.S>236HS is practical and consistent on Axl and Ky Grab>5K>(j.S>3j.S)x2>236HS works on faust. Personally wouldnt use j.S much against Ky, j.K I've actually used more consistently as an a2a poke against him. Also tk task A' I find more unsafe and doesnt hit meaty vs Ky. You can typically just delay tegular task A' and it'll hit first frame plus be a bit safer the closer you are. 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. https://www.youtube.com/watch?v=_ns8oiZxdgA#t=0m36s Me playing against GenericSuperHero. I'd love to get any critique out of this set. 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.
GcYoshi13 Posted April 17, 2015 Posted April 17, 2015 https://www.youtube.com/watch?v=YtBUIA_3_sA I got 7th at NCR2015. There's some wonky neutral going on here. Any tips will be appreciated.
NecroTheReaper Posted April 17, 2015 Posted April 17, 2015 I'd say go for ground enders more often, and if you see a 2P from Sol, and you're not near the corner, backdash. Even better if you can YRC your backdash. Reason why I say not near the corner is cuz of obvious Fafnir uses.
Tiamat Posted April 18, 2015 Author Posted April 18, 2015 https://www.youtube.com/watch?v=YtBUIA_3_sA I got 7th at NCR2015. There's some wonky neutral going on here. Any tips will be appreciated. I highly recommend using 3H after DAA. They won't be able to wakeup jump it like they can for TK task A. It's a pretty safe thing to do. Many people won't block on wakeup after DAA and if they do block it that's also ok. When Sol does the corner YRC gunflame to low airdash j.S /empty jump 2K mixup you need to make sure you don't burst after being hit by hits from the airdash (j.SH or j.SD) cause this is a very easy burst safe thing for him. I had a bad habit of bursting here for a while, you really just need to wait a couple more hits if you're gonna burst. During ground vs ground 2K is a good poke in this matchup. It can potentially hit him out of fafnir, 2d, etc. Backdashes are also pretty effective midscreen. If he whiffs something you can sometimes get 2D whiff punish. I see he was doing airdash > kudakero a few times and it beat your 6P attempt. Pretty troublesome move.
sterkenburger Posted April 18, 2015 Posted April 18, 2015 Try to confirm your j.S into Task C more often rather than air combo into task B. Sol 2P is an obvious tick throw setup so look out for it. Sol Anti-air is pretty bad vs bedman so you should try to be more aggressive when you have a knockdown and go for 2D rather than Task B is generally better in this matchup as u get to keep Sol out of his prefered zone and your self at a safe distance where u can punish him for trying to get in. 2D into task A will allow u to float toward him for a fairly safe max range j.S and your task A will return shortly afterward. As for blockstring don't end it short, go for a full c.S f.S 2S 2H to push him out of your face. IMO this sol is clearly not familiar with the match up , as he passed on some pretty good opportunity to out right punish you ( 66 BR , FN will generally force you to block afterward due to sol fast normal but he didn't react to it , same for the point blank DV Task B )
Tiamat Posted April 20, 2015 Author Posted April 20, 2015 New matches from the latest monthly vs Steve H (Ky) https://www.youtube.com/watch?v=jU08ymk0iys vs MOB|Ursine (Axl) https://www.youtube.com/watch?v=_Awo8--cMHY vs Nephinel (Sol) https://www.youtube.com/watch?v=seSK7qlYBpw vs VR Raiden (Sol) https://www.youtube.com/watch?v=Jh1XDwom9VU Having a lot of trouble seeing Ky's dust. -_- Did too much unsafe stuff that match too.
NecroTheReaper Posted April 20, 2015 Posted April 20, 2015 Since it was 3 DP characters, I'm gonna say safejump every once in a while. They didn't dp alot until that second round with Nephinel, but still good to get respect for. I noticed you did 2D into walk up oki on that Axl, and j.S could've shut down his DP or empty jump 2K\grab. This is just in situations where you don't or cant use a task move. This is somethin I've tested recently, but vs Sol, backdash YRC seems to be pretty strong. A lot of his moves are kinda meh on wiff from close range, so backdash YRC can lead to punishes. If I'm wrong, someone feel free to correct me lol. Maybe this was because of the fact that they were dp characters, but you didn't go for airdash stuff unless you had a task seal. Instead it was just xx>task A. Its good to end pressure on but you probably coulda gotten a few hits more if you made them even THINK you would airdash. Ill say right now though that these might be just what make me feel comfortable playing, so its more of "try this" instead of "do this"... I really am insecure about my own advice lol
Tiamat Posted April 20, 2015 Author Posted April 20, 2015 I'm not confident in my safejump timing but I should practice it on the DP characters at least. Walk up oki is not as good for sure. Usually normal backdash is fine so I haven't been YRCing it. Not sure when I would do it. More airdash would be good if done at the right spots. I like doing jump cancel on c.S or f.S to airdash but when I'm trying for a frametrap I keep doing c.S 5H for best reward, but if my frametrap is blocked it sucks cause I can really only go to 2D from 5H so my pressure ends. If I try to frametrap with c.S f.S that gives me easy confirm for more options if blocked, but I can't get a reliable knockdown combo it happened to hit, so I'm not sure which I should prioritize.
NecroTheReaper Posted April 20, 2015 Posted April 20, 2015 Typically if I do c.S>f.S, I'll throw out 2S, 2HS, or 6HS depending on the situation. 2S is neutral and extremely long range (comparatively), and also chains into 2HS. Ends your pressure still, but a lot more space built up plus just doing weird shit after a well spaced 2S catches people off guard. 6H can catch characters jumping out, honesty I use it more for this reason than crossups.
Mefistopheles Posted May 5, 2015 Posted May 5, 2015 Hello fellow Bedman players I need help to improve, especially against the Ram Mu. Here's some footage of me: https://www.youtube.com/watch?v=Y82YjlDyiGA
NecroTheReaper Posted May 5, 2015 Posted May 5, 2015 That first round you were sittin on a full bar of meter. You had soooooo many ways to either get her off or get started, but the only thing you did with it was FD. Our metered defensive options are honestly pretty good imo. A lack of jump cancels made your pressure pretty straight forward. They didn't have to worry about overheads, they didnt have to worry about throws. All they had to do was block low cuz you did xx>2D, which is basically an end to your pressure without YRC. May sound odd coming from me of all people, but I think you were too ready to do task C. Luckily it worked most of the time, but still not reliable mixup or pressure. Some very odd confirms, specifically in that last round. You could've won that round if you confirmed that blocked burst into a full combo. The task A bait wasn't that great though, I don't think you could've done anything with that if it had hit. Once again, anyone feel free to disagree with me, I can only look at this match how I feel where I could've been more successful.
Mefistopheles Posted May 5, 2015 Posted May 5, 2015 Our metered defensive options are honestly pretty good imo. Are you talking about DA and Reversal Overdrive? A lack of jump cancels made your pressure pretty straight forward. They didn't have to worry about overheads, they didnt have to worry about throws. All they had to do was block low cuz you did xx>2D, which is basically an end to your pressure without YRC. Already looking out to jump cancel in blockstrings! Kinda scared to jump against Ram though, because j.p catches me all of the time. May sound odd coming from me of all people, but I think you were too ready to do task C. Luckily it worked most of the time, but still not reliable mixup or pressure. Yeah you're right. I'm waaaay to reckless with Task C in neutral u_u It's kinda a desperation move, especially cornered against Ram. Sometimes you can catch them airborne when they're resummon swords. Some very odd confirms, specifically in that last round. You could've won that round if you confirmed that blocked burst into a full combo. The task A bait wasn't that great though, I don't think you could've done anything with that if it had hit. Well i tried to punish her burst with c.s 6p jc j.k j.s jc j.236hs.
NecroTheReaper Posted May 5, 2015 Posted May 5, 2015 DA is fast, so its a pretty reliable gtfo move. Helios is a godlike momentum switch, fully invul and + on block. Enough afvantage to even make a blocked helios>grab a good mindgame. Outaide of obvious ones, you tried blitz to little success, which is understandable. You also have backdash, forward dash, and YRC for both of those options. Backdash YRC can punish some moves with a grab, forward dash is essentially Pot's HF YRC All it takes is the folirst time getting hit by an overhead to make people get hit by the low. If they wanna try and mash you out, tk task A or B (B is obviously risky). Typically its safer to jump back then do forward float to make it harder to mash. If they wanna AA or jump out, 2S and 2H are now gonna start hitting people more often. Its all about gettin that respect built up. Air task B and C are probably better moves than grounded unless you're pressuring because one is fast and eats airdashing and mashing, while the other is hard to AA and is safe or even plus. In task Bs case always use the air version. If it gets blocked, you can RRC it for frame advantage and a task B seal. That high up, I honestly woulda tried to 6H her. Not sayin this is good or bad, just what I probably would've tried cuz airborn 6H>task C can gurt
Mefistopheles Posted May 5, 2015 Posted May 5, 2015 All it takes is the folirst time getting hit by an overhead to make people get hit by the low. If they wanna try and mash you out, tk task A or B (B is obviously risky). Typically its safer to jump back then do forward float to make it harder to mash. If they wanna AA or jump out, 2S and 2H are now gonna start hitting people more often. Its all about gettin that respect built up. Yeah the situation after j.d is kinda awkward after. I'm try to get used flight just at one point still, watch opponent's action and reply to his move Thanks for your help.
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