Alkipot Posted December 20, 2014 Posted December 20, 2014 I'm still gonna play this character for his post win trash talk, but holy hell every battle seems so uphill with the big hurtbox, awkward movement and slowness. Maybe it's because this is my first Guilty Gear game and I know little to nothing and need more practice. Maybe I'm just not using his normals correctly. Maybe it's because I'm using the PS4 pad and my six button face pad hasn't arrived yet. I can NEVER seem to get a wakeup clock overdrive and just get rushed down to death.... I should probably pick up a less awkward sub for a beginner like myself, but shit man, I wanna fight with a dude that uses a bed as a weapon! :P
NecroTheReaper Posted December 20, 2014 Posted December 20, 2014 Wakeup reversals are already a pain, wakeup OD's are even more-so. Honestly, thr only MU's I dont even wanna think about are the obvious top tiers and May. Other than those, Bedman can be quite a pain for some people to deal with (though, tbh I don't see a lot of people playing Bedman). Once a DV move is out, it stays out even on block, so DPing can be a bad idea for some. We do only have a walk, but kinda funny that (from what I've seen) can low profile a few moves, just dont expect it to be crouching faust.
Tiamat Posted December 20, 2014 Posted December 20, 2014 @Alkipot Maybe use his DAA? I use that more often than his clock overdrive
Poultrygeist Posted December 20, 2014 Posted December 20, 2014 Bedman is an awkward character and truthfully he could be a LOT better, but I firmly believe that he is 100% viable. If he can have at least 3 well known players representing him in the jungle that is Japanese arcades, surely he can survive in the rest of the world where players are more often to rely on habits and conservative FG values, values and habits that Bedman turns completely on their head by his very nature. If you do drop him, I don't blame you because he's definitely not for everybody, it's okay to not play a character that doesn't click with you. Just that if you really enjoy him and you've put this much effort into getting over that initial strangeness hurdle, why not stick around? If nothing else, it's okay to learn more than one character or to just relegate Bedman to your sub. I agree with using his DAA as a defensive move. It's fast and safe and generally more reliable than Helios. Also don't forget our backdash isn't bad either, and we have forward dash as a semi-reversal option. We're at least way better off than chars like Venom when it comes to defensive options. Wakeup reversals are already a pain, wakeup OD's are even more-so. Honestly, thr only MU's I dont even wanna think about are the obvious top tiers and May. Other than those, Bedman can be quite a pain for some people to deal with (though, tbh I don't see a lot of people playing Bedman). Once a DV move is out, it stays out even on block, so DPing can be a bad idea for some. We do only have a walk, but kinda funny that (from what I've seen) can low profile a few moves, just dont expect it to be crouching faust. Bedman's walk is fast as fuck dude. It's pretty good at getting where you need to be IMO.
NecroTheReaper Posted December 20, 2014 Posted December 20, 2014 I didn't day it was slow, I just didnt emphasize that point xD
SectumSsempra Posted December 20, 2014 Posted December 20, 2014 I think he'd be better with a few changes in next version. -J.C being at a more diagonal angle then it is now -Activating certain deja vus from mid air -Any other overdrive or his clock one getting a bigger horizontal radius, along with a different input, I always hated 632146 for what look like they should be reversal supers -2S>2d -faster sheep activation. He doesn't really have much to force people to wait for it. he's a jab away from it disappearing. He does have a lot of interesting tools now. His movement is odd in a good way. I find an interesting thing you can also do is rack up damage on people who have a harder time approaching with a combination of task a and well timed 2HS & 3HS while its traveling. Also if you need a little bit of damage after a throw you can use 2HS, and cancel with task a or a' and still catch em, don't do it consistently because its not a blockstring. speaking of, what do you guys do for blockstrings, i usually find his moves don't let me stay close tor keep them in pressure for too long, even with deja vus.
NecroTheReaper Posted December 20, 2014 Posted December 20, 2014 I think YRC needs to benefit him more. Its pointless to YRC anything that isnt a DV move, which gets difficult when they're wiping out your DV seals. For pressure I typically do xx>886>j.K>j.PP/j.S, which keeps yoy fairly close to the opponent. 8 way air dash makes people scared to AA, plus if you do 889>236C, you can be + on block.
Alkipot Posted December 20, 2014 Posted December 20, 2014 Know what? Fuck it, I'm gonna mess with this character a little more before I deem him too difficult for me. Bedman does have some good shit to him, and I'm still not using every option this game has for defense, plus I'm still using this PS4 pad. One thing's for sure: this dude is fun as hell once you get him going and corner pressuring. To be continued...
GKHiryu Posted December 20, 2014 Posted December 20, 2014 Woah that infinite deja vu tokens bug is some awesome tech. I'm sure it will be patched out as it is clearly a bug, but for now it can be easily exploited. I mean 632146H is + on block, so as long as you time it close to the opponent you get free Deja Vu. In corner, that can be deadly. @Necrothereaper - I find it very useful to YRC task A if I use it to end blockstring. Bedman can already be airborne and 886 > j.K'ing as the opponent leaves blockstun.
SoulKarl Posted December 20, 2014 Posted December 20, 2014 hey guys, new to the forum and just wanted to throw out 2 simple things I've been doing with bedman that I don't believe anyone has mentioned (but maybe I'm just fighting new players in ranked matches and none of this is actually viable or safe at all - but figured I'd share anyways). The first is using cross-ups with 6hs to crossup characters on wakeup. I usually will do this with a DV task B set up, and after landing throw it out so the opponent is getting hit from both sides fairly quickly. If either break through you can follow up with a c.S into another task B, setting up another DV for future use, and potentially allowing for another cross-up on wakeup. You can do this from a position that's backed up far enough from wakeup that you aren't at risk of being grabbed as well. the second thing I haven't seen mentioned is j.HS. People may just not be throwing out enough anti-airs in ranked matches currently, but I've been using this a lot for pressure. If they dont block you can easily cancle it into Task B, and if they do block you simply let it land, and poke with c.S back into a safe range. anyways, not sure if these are actually bad ideas or not, but figured I'd share them either way and maybe get some dialogue going on why they will/won't work long term.
Poultrygeist Posted December 20, 2014 Posted December 20, 2014 Welcome aboard, the more Bedbros the better. I like 6HS on wakeup opponents, but I never considered that. It's a nifty idea, I might try it out especially considering how many of our KD combos end with Task B on certain characters. I'll concede to not using j.HS much, I usually use j.K j.S for my air approach needs. I'll give it a try though.
D.R.F. Posted December 20, 2014 Posted December 20, 2014 From my experience, j.Hs is kinda hard to AA correctly due to its hitbox. Unfortunately its hit/blockstun isn't the best
NecroTheReaper Posted December 20, 2014 Posted December 20, 2014 I don't like to use 6HS all that much outside of combos, but crossups are good. Bedman has a lot of em too. The j.HS I do use, mostly for when they just plan to block. This move is really good for you on block just because of how much it cranks their RISC gauge. If you get 2 float pressure strings, you can pretty much guarantee RISC will be flashing by the time you land.
Poultrygeist Posted December 20, 2014 Posted December 20, 2014 I don't like to use 6HS all that much outside of combos, but crossups are good. Bedman has a lot of em too. It's special cancellable, so you can make it safe if it gets blocked.
NecroTheReaper Posted December 20, 2014 Posted December 20, 2014 Unless its A', you'll still be notably minus on guard. I like to really push my advantage while I have them blocking.
Poultrygeist Posted December 20, 2014 Posted December 20, 2014 You can SC it into DV specials too, if that helps any.
Tiamat Posted December 21, 2014 Posted December 21, 2014 j.H is disadvantage on guard in a lot of situations but you're doing it with 886 j.H it seems pretty sweet. It feels like advantage there and allows you to combo to 2K easily. j.H also builds a lot of tension (compared to j.K j.S string) so that's cool. I don't think I've seen it used much in the Japanese vids though. It may be because FD screws it up? I think FD can make the last couple hits whiff. edit: lol they lose over 25% tension if they FD it
NecroTheReaper Posted December 21, 2014 Posted December 21, 2014 Tsubu used it enough to notice against FAB, but he also only won like once or twice out of their set. Until proven otherwise, I'm just gonna say if Tsubu does it, its ok lol
Poultrygeist Posted December 21, 2014 Posted December 21, 2014 Thinking I might do some work on the wiki page, it's looking pretty bare. The information on that Evernote page is pretty essential and IMO is a good place to start.
Jocelot Posted December 21, 2014 Posted December 21, 2014 I like to use j.HS after j.D instant overhead. I dunno if its a good idea though...
SectumSsempra Posted December 25, 2014 Posted December 25, 2014 Honestly I feel like while his amount of damage per hit is fine, Im finding combos from safe moves don't do enough damage and his pressure doesn't feel tight enough. Without mashing P right after using a deja vu you're hit out super easily, a lot of other characters normals are just outlandishly large or fast compared to his. (leos, elphet, chip, i-no) I like him and his concept but it feels like as other people get better handles on their character his stuff just feels, gimmcky at best. maybe I'm playing him wrong. I do a hybrid zoner/ rushdown but I find all zoning attempts are squashed by by airdashes (his movement while unique, doesn't feel good), and getting to close usually feels like things aren't going to go well for long if at all. One issue I know I have i guess is that I don't capitalize on knockdown as much, bu I get punished so often trying to do deja vu stuff.
Poultrygeist Posted December 25, 2014 Posted December 25, 2014 As I said, I do feel like Bedman could be a lot better. Maybe I'm just being hopelessly optimistic, but I think the revision/sequel/update to this game will have good things in store for him. After all Xrd is the first game of the new system, and is therefore a testbed (tee hee) in many ways. For now I think that while he struggles he does have things that make him scary. If you're really not confident in him, I would advise learning a backup/pocket character for certain matchups.
NecroTheReaper Posted December 25, 2014 Posted December 25, 2014 I honestly havnt been having too many issues outside of matches I feel are unfavorable. His damage is small off non situational hits, but off a close range confirm or 50 meter and it gets huge. He can deal 1/2 to 2/3 of a person's hp with Meter. As for pressure, are you using his jump cancels? A lot of people have a hard time AAing f.S>886>j.K>j.S or j.K>j.PP. Dont forget you can also just jump forward to throw off their timing or do 88>2/1 to bait their AA I will agree though that his pokes do seem mediocre. 2K being 6f is a great help, but he doesn't really have moves that are just "throw it out there" except for Task A. Honestly, I think his dash would actually be of more use as an actual dash and not a defensive option. I mean, its badass, but he needs to be close to do anything to the opponent.
QSpec Posted December 25, 2014 Posted December 25, 2014 Does he have a 'get out of jail free' card? I find when I get locked down, I'm in a position waiting for the opponent to fuck up as none of my buttons seem like a great 'mash to gtfo' option. Their priority seems... no bueno? I'm still learning and so much of this is a 'learn to play' issue too. Also, I play him mostly as a Vortex-ish character. Is that pretty standard? I'm always looking to hit with 2D > A Prime or just a Task C if possible to start something of a Vortex cycle. Of course, I still lose more than I win so...
Myoro Posted December 25, 2014 Posted December 25, 2014 Just picked up Xrd and Bedman (Go figure Poultry, Necro, and I would end up here) It's not "free" by any stretch of the imagination, but Helios is invulnerable and is +11 on block, so I suppose that can bust you outta jail. I'm a new GG player so don't take advice from me. Infact, give me advice. All of you. Please ;_;
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