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Posted (edited)

 This is the thread to discuss about the Sin vs Bedman Match-up. A quick overview will be made available once players from both sides give sufficient info

 

Sin vs Bedman

-Round start

-Neutral

Sin's efficient moves against Bedman and Bedman's possible answers

What tools you shouldn't use, or use sparingly against him

Bedman's efficient moves against Sin and Sin's possible answers

What tool you shouldn't use or use sparingly against him

 

-Offense/Defense

discuss what works or doesn"t work for Sin against Bedman when  pressuring or on wake-up, and Chipp's defensive options that are useful or not in this Match-up

discuss what works or doesn't work for Bedman against Sin when pressuring or on wake-up, and Sin's  defensive options options that are useful or not in this Match-up

Misc

 

Edited by Zephyrion22
Posted

Something helpful in this MU is knowing bedmans limitations. His ground chain that ends with him sliding his hands low (i think its 2D) is usually followed up with a head throw or jump cancel. Getting an elk hunt in before the head throw makes for easy combo fodder. Also, watch his deja vu markers, when they come out, just punch them as you pass them, it'll save you so much aggravation if you just get rid of those things as fast as they show up. Its almost always better to stop his head throw with beak driver than to block as well. That thing on its return can put you on the defensive really fast.

Posted

Not all ground chains will end with 2D. fS, 2S, 2H is a good string too that is special and jump cancelable.

Also be careful about strings that end with Task A (head toss). I can easily YRC it and bait out the Elk Hunt.

It's a good idea to destroy Deja Vu seals when they appear, but be careful if I replay them. Once I replay the seal, it will come out and it can't be destroyed until the animation ends.

Posted (edited)

Well, I'll pretty much put what I did in the previous Sin thread, corrections from bedbros are welcome

-Neutral is pretty much Bedman trying to get his way in whenever Sin whiffs or makes a wrong move. Conversely, Sin wants to blow Bedman for attempting to set his seal game, and get his pressure going. Most of the time, neither of them want to take too much rissk, because neither of them have solid answers against the other's pressure. So here focus on mobility rather than poking, by actively trying to get close to Bedman without being reckless or throwing moves at random.

-Bedman's task A, 1/2/3H series and hover freedom can be quite a hassle for Sin. Bedman's guard point dash can also go through SIn's pokes for relatively free punishes so you don't want to be too liberal with them.  Don't try to Beak Driver  through task A either unless you're sure you'll force Bedman to block in the process, otherwise, it's free pressure for him at best. If the Bedman doesn't commit to anything after task A, you  can just jump/leap over it. You'll avoid getting tagged by the 1/2/3H series in the process. Focus on air-to-air and anti-airing here : Sin has good enough tools for that. (6P as an anti-air and j.P and j.K both have less range than Bedman's j.S, but are quite faster, meaning you can tag him out of it if you chase him fast enough)

-If you let Bedman get seals on neutral, the situation can become quite dire for Sin. Generally, when dealing with seals, you shouldn't focus on clearing them unless Bedman isn't actively covering them. Instead, focusing on finding a way of hitting Bedman while staying away from the seal's effective range is, when possible, the best solution.

-Bedman's pressure and mixup optons are quite scary. Bedman's seal okizemes are DP proof for the most part. You can DP against simple safe-jumps and start pressuring if the DP is blocked, but you'll just die if you whiffed, so be VERY careful with it. Your game here is to block the first mixup, then try to prevent him from resetting pressure. The safest option is generally to fuzzy jump (constantly inputting 1>7+FD>1), as it takes care of hover dash mid-pressure, task A at mid range or more, bad tick throws and lousy 6H attempts. You may lose some tension, but you get a chance to get out from loose resets. Don't abuse it unless you want to get airthrown though ! Do note that Bedman's advanced combos and setups will allow him to get 2 seals or more, which means tighter blockstrings. Since Sin's jump is 3 frames, you'll need to carefully calculate when to jump, or even not jump at all if you don't want to be tagged and knocked down again.

-Most of people aren't familiar with the way task A' (tosshead with teleport ). The side at which Bedman teleports is dictated by the way the head hits you.I means that once you're familiar enough, you can guess at which side he'll end (although the following mixup is still an issue). When the head comes into contact with you Bedman will teleport to it regardless of what he was doing beforehand and end up at +9. From there, he has two options : either use a fast normal to get a fullproof blockstring and attempt a mixup from there, but the cross-up itself will be auto-blocked, or wait a bit for the blockstun to end, in which case you'll have to block  in the right direction, but you'll have the option to Blitzshield or DP through it. In any case, get familiar with the way it works, because the Bedmans certainly know how it does, and  will make you pay for not being able to deal with it.

Thankfully, this MU is manageable because of  the relative lack of answers Bedman has against Sin's pressure : Since he only has a hover dash, Bedman has a harder time getting out from pressure by jumping than other characters in the corner. His normals make it hard for him to mash through as well, so you can crank up some RISC here. Don't go overboard though : Bedman's guard point dash and Backdash are very efficient tools when he has a YRC available.Additionally, it's already risky to Leap mid pressure in general, but Bedman's 6P can't be messed with, so be vary careful. Sinusoidal Helios is a crappy reversal super that is slow,  can be thrown on startup and lacks range, BUT it's still + on block, and can be YRCed if need be so be sure to keep things fresh with your pressure and bait stuff properly.

Overall this MU is slightly advantageous for Bedman in my opinion. The outcome of the match will mosltly depend on how "clean" your neutral game is. Bedman's threat comes from his ability to get a snowball effect from the opponent's mistakes, So don't let him get enough room to get the ball rolling, but don't let him knock you down and roll the ball on you either !

 

 

 

Edited by Zephyrion22

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