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Posted

I don't like using meter on Helios because GG reversals are stricter than other games and because there are uses I feel more comfortable with.  However if you do use it it's so + that you won't suffer much besides losing 50 tension.

 

On a unrelated offtopic note, I hope all my Bedbros have a good holiday.  Stay safe, there are few of us as is!

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Posted

I don't like using meter on Helios because GG reversals are stricter than other games and because there are uses I feel more comfortable with.  However if you do use it it's so + that you won't suffer much besides losing 50 tension.

 

On a unrelated offtopic note, I hope all my Bedbros have a good holiday.  Stay safe, there are few of us as is!

 

Once people know that it can also be thrown after the overdrive flash, I think it may lose even more niche.

 

It's still a very good overdrive regardless, but you have to watch your opponent and use it as a callout mostly.

 

 

Also, Happy Holidays.

Posted

I mostly use it as an AA, IF I could ever get the input right. Just due to the nature of some characters, I'd say its hitbox would be great vs May and Chipp (generally hard to AA characters). Its massive frame advantage could be just what you need to deny those characters their neutral game.

Posted

I throw out Sinusoidal Helios during pressure like a champ and counterhit people out of thinking it's unsafe.

Merry Christmas, Bedmen.

Posted

I suck at doing the overdrive reversal too hard. Haven't really practiced it though. Using more blitz shield though it's pretty cool.

You have to use the Christmas color if you play today. ;)

Posted

. 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 think that's likely my issue, I'll just go back to it and jump cancel more stuff.

thanks.

__

Issue with helios is that, I'm not sure if it was my poor timing, but some people i use it against just YRC and block if they were already performing an action, its positive frames help but the range sucks, It feels better in combos then out.

My sloppy inputs dont help though.

Getting  an empty deja vu task C instead of helios is never a good thing lol. I've always hated the 632146 input for GTFO me moves

 

I mainly use it to reset things to neutral, or on people who just won't stop IAD-ing or teleporting.

Posted

I wish you had mentioned that f.S jump cancels, I feel it's a very important normal for that reason.  I've had a lot of success starting pressure with f.S 866 j.5K j.5S or using it to bait DPs with f.S 882.

Posted

Bedman's jump, while clunky in neutral, I feel is great for pressure. Because its not restrictive, and just floating can make people wanna do something, he has literally 8 directions to screw with people. Gonna block? 886>j.K>j.S/j.AA. Gonna DP? 881/3 or just 88>delay j.K>j.S if it wiffed. Gonna AA? 882/3>2S/236S or 889>236C. Obviously each has its issues, but because of how free Bedman's pressure (not to mention how easy it is to reset to neutral), he can be pretty hard to deal with. Also, isnt Bedman one of the only characters that gets all air options after a superjump?

Posted

That's a good question, I never noticed that. I suppose because it's a little harder to combo into?

Posted

Yeah it has the damage values on the wiki I think.  The deja vu with 214S does roughly twice as much damage if it's the air one than the ground one.  The air one does 90+ damage if all the hits connect.  pretty crazy

 

You can actually combo 5H(2) 2369S on a standing opponent but I think generally that wouldn't be very useful. It's harder to do than 1H 236H and does less damage. It has to be 5H(2) cause only the 2nd hit of 5H is jump cancelable.  

Posted

Task C can be TK'd, it's just not useful. There's a few combos that use j.236K in the combo thread. An important thing to remember is that f.5S is jump cancelable, so if you're too far away to do 2K c.5S 5H1 2D 236K, you could instead do 2K f.5S 2369K. It's probably still punishable, especially if they have a fast, advancing attack. You could YRC any Deja Vu Task B and throw a TK A'. There's not quite as many setups, but any time during neutral you would throw A', it's probably better to TK it unless you want it to hit behind them.

Posted

I did 2+D RC TK Task b .. depending in the range you may go behind the opp cuz it hit them in the back...but is it worth ??

That seems like a lot of meter to spend for very little damage. I think it would be better to spend that meter on YRC's. With 2D, you already get the knockdown. You could just do Task A or A' YRC to keep up the pressure. I generally only use RC's after Task B or C as a combo extension to get some extra damage or to bail myself out after something unsafe.

Posted
(5 or 2K or JS ).clS.5HS.2D 236+K.. Do the task A prime ASAP you will be at behind the opp..delay it you will be at the front

 

This okizeme after 2D is actually character specific. 100% working on: Sol, Ky, Ramlethal, need to test on other characters.

Posted

I realized how much I undervalued 2S. It's a pretty good low and poking tool. I like to use it during the DV mixups when my opponent starts to see through my tried and true instant overhead shenanigans. 

Posted

This is probably obvious to us, but for the benefit of those getting into Bedman, for anything that involves air movement->attack you might want to try inputting the attack along with the air movement instead of after.  For instance, you want to do 886KS as if you were doing 6K as the move's input.  Not sure if this actually means anything or if it's a placebo effect, but it helps me land the whole thing better.

Posted

Maybe thats my issue I was going to post about inconsistencies with inputting combos that use floats (particulalry the corner after throw 5k, js, float3, js, HS Task C)

 

Sometimes it comes out sometimes bedman does the post float js so low that it doesn't actually get the active frames.

Posted

I think it hasn't been mentioned yet. If you're really hellbent on opening the opponent up during blockstring, you can try 88 YRC j.K j.S or just J.whatever.

If you YRC the sirdash stance without inputting anything else BE will quickly fall straight down. Now I know that YRC gives them time to react, but it still seems a good tool to keep them in check, because you can also just input j.K > land for a tick throw attempt.

Posted

Hello, new guy here! Haven't played GG much in a competitive environment before now but decided on Bedman because he fits into my tendency to pick freaks/unusual people in my games.

Are there any good AA combos that get a good setup for DV Task C? Right now I'm just using 6P, c.S, 236H.

 

I realized how much I undervalued 2S. It's a pretty good low and poking tool. I like to use it during the DV mixups when my opponent starts to see through my tried and true instant overhead shenanigans. 

I overlooked using it early on because I'm so used to comboing out of sweep. I've been testing canceling it into Task A and it either stuffs or trades with a lot of incoming pokes like Faust's, Ky's, and Venom's f.S if. they block Bedman's 2S at a decent range. About the only move I've found that can beat it is Axl's 2P at the very edge of it. I'll post more results as I try it out.

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