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Posted

What do you guys think about RRCing in the corner into 5D? I found out every standing move that hits crouching will actually combo into 5D. I guess this also means any move with the same amount of hitstun has 5K can be RRC'd into 5D, and this gives us those 2 seal setups in the corner.

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Posted

I've always been puzzled, why do pad players just use the pad over the thumbstick? Is that a general thing or Bedman specific in this case?

Posted

The reason people use Pad over the Thumbstick is mostly preference.

I've never known anyone to actually use the thumbstick tho me and my friends first consoles were the sega so thumbsticks weren't a thing.

I assume that people who grew up on the PS1..ect might be more inclined to use the thumbstick tho.

Posted

Thanks for the tips everyone. Right now I'm using the DS4 which is the hardest Dpad I've ever had to use.

 

I was thinking about openers and was wondering if maybe c.S since it looks like you could go into c.S, 5S, 5H, Task S

As for training I went ahead and printed off the combo page and will work on the meterless combos first. My execution is garbage so that will be a solid week or 2 before I can get all those combos down to memory.

 

For the Air Dashing yea I think I might be holding the second 8 which is for some reason making it a third 8. So I'll have to work on that a ton so in a match I wont be super double jumping every time I want to Air Dash forward..ect

 

Really appreciate all the tips.

Also since several people here are rocking pad. Anyone know when the MK10 pad is coming out? I've always done really well with saturn style pad's since I'm old school.

I think thats why the DS4 is giving me so many problems with the Pad is basically half hidden which is really messing me up. 

 

For the LONGEST time I never understood Bedman's air movement, until I finally realized that it's a quick double tap up (the second tap leaves you in the "float" state until a direction is pressed), THEN you press any direction to move. If you don't do the double tap up quickly, the second tap will send you straight upwards.

 

I'm also using the PS4 pad... and it is horrible for me. Almost wish I bought this game on PS3 so I could use my Saturn pad. Bet the MK pad comes out in a few months... so if you have the funds you may want to pick up the Hori Fighting Commander Pro 4. I'm still waiting on mine from play-asia.

Posted

Ello I'm new to Guilty Gear but not ArcSys fighters so I kind of had an inkling of how to play when I started and this is my first forum post ever so please take it easy on me lol.

I've been playing Bedman because he's so weird and unique for about a week now and I found something in training mode I guess you could call it a setup? I have no idea if it's optimal and it would probably only work once on your opponent but I feel these are the types of things Bedman should be doing.

So to start with you confirm a combo of ( 2k, 2s, Task B) then as they wake up you YRC Task B and throw a Task A'.

If you did this quick enough you will appear behind the opponent and then do the combo ( 5P, 5k, 5s, sweep)

If you catch your opponent low immediately déjà vu Task A' and throw a 2H on their wake up which will whiff and the Task A' will connect to their backside teleporting you behind them.

Like I said I have no clue if this is optimal but it seems like Bedman should have these planned ahead set-ups.

P.S. I've only tested on Sol and if someone else already thought of this then please give them credit.

Posted

So to start with you confirm a combo of ( 2k, 2s, Task B) then as they wake up you YRC Task B and throw a Task A'.

 

After you combo Task B, make sure you step back slighlty before you use DV Task B, otherwise you'll be in range for reversal throw.

Alternatively, you can step back, meaty f.S >DV Task B/Task A/JC...

Posted

So to start with you confirm a combo of ( 2k, 2s, Task B) then as they wake up you YRC Task B and throw a Task A'.

If you did this quick enough you will appear behind the opponent and then do the combo ( 5P, 5k, 5s, sweep)

If you catch your opponent low immediately déjà vu Task A' and throw a 2H on their wake up which will whiff and the Task A' will connect to their backside teleporting you behind them.

Like I said I have no clue if this is optimal but it seems like Bedman should have these planned ahead set-ups.

P.S. I've only tested on Sol and if someone else already thought of this then please give them credit.

 

Couple questions about this.  I see what you mean about hte YRC Task B > Task A' setup, it does get on their other side.  What do you mean by " then do the combo ( 5P, 5k, 5s, sweep)"?

Do you mean after you  teleport try attacking with those moves?  Or is 5P5K5S2D the combo you're doing?  You should probably stick to 2K and c.S after a teleport.  

 

I'm not sure what the second one means.  You mean knock them down with  2D then do Task A' and it will be blocked from behind?  Then you say to throw a 2H on their wake up...but how do you have time to do 2H after Task A'?

Posted

The combo after the first Task A' is not meant to combo, This is more like a series of moves or a vortex if you will. After you teleport you do the (5P, 5K, 5S, Sweep) and IF they got swept you déjà vu Task A' and throw 2H on their wake up but it WILL NOT HIT, it is just meant to trick them into blocking forward and forget the Task A' you threw out earlier which teleports you behind them and after that you can do whatever you want after.

It's like a very specific probably work once vortex because all of these things need to happen for it to work. You do (5P, 5K, 5S, sweep) because this combo pushes them far enough for the Task A' to just barely hit behind them and get you back in. Anything shorter into sweep will have the Task A' fly right over before they wake up again. The 2H at the end is just for confusion because 3H won't come out in time and when you do teleport they will have realized you did.

Posted

I see.  Doing 5P seems like a bad idea though because most characters will go under it if they are crouch guarding.  

 

You gave me an idea I tried yesterday though.  Instead of doing 236K after the 214S YRC you can do 6H for a crossup.  Some hits of the 214S YRC will hit during the 6H causing them to be knocked into the air, which allows you to combo 236H from the 6H.  Only tried it on Sol and it's in grab range when you do it, but there's always j.D to use instead if they are wakeup grabbing you.  

Posted

Perhaps you guys can help me with a setup I've been messing with.  After KD 236S, do 214S > YRC > 991 j.S.

 

When timed correctly the 214S will hit cross up, but not only that, the 991 j.S can hit in a way that the game wont block the double crossup for them, they have to switch directions again to block it.   I can seem to get it consistently on Ky and Bedman so far.  I'm guessing wake up times play a part.

 

 

On Sol i seem to only be able to time the string so that he can either hold back the whole string or forward.  I did find something interesting while testing it on Sol though.  I was trying to time the 214 S so that only 1 hit would connect.  I could only do this with a RRC on sol it seemed, but this happened as a result. 

 

http://www.youtube.com/watch?v=99runDlqb_E

(excuse the horrid phone vid)

 

The first replay has Sol holding back on wake up, the second has Sol in neutral, and the third has Sol holding forward.  Its kind of an (almost) unblockable.

 

Its not a true unblockable in that Sol can either tap forward on the first frame 214S hits, or he can walk forward and switch to back block the moment 991 j.S hits.  Any thoughts?

Posted

Well one thing you can do is instead of 991 j.S is super jump 992 j.S.  The super jump will cause Bedman to turn around mid air and you can do j.S on the way down on the crossup side.  I haven't messed with it much yet though. 

 

I made another vid showing both 214S YRC setups

http://youtu.be/dCb3Cz5l0mI?list=UU1DZVAmDUGk5g3T2oDBdlgw

 

991 j.S

1. Sol blocking back on wakeup

2. Sol holding forward on wakeup

 

Super Jump 992 j.S

3. Sol holding back on wakeup

4. Sol holding forward then back (anticipating the 991 j.S double crossup)

 

 

EDIT: So for the most part I've gotten a better understanding of the 991 setup. 

 

-To ensure the the 214s crosses up you must be pretty close to your opponent, even taking a slight step back during the 214 motion can be enough to ruin the crossup. 

-To ensure that the 991 j.S recrosses up, you must allow enough time between the 214S hit and the 991 j.S.  To do this, I delay the 1 direction slightly so it looks like a very brief hover before air dashing in the 1 direction. 

 

Sorry if my explanation is a bit confusing.

Posted

This is pretty sick. I've been trying to get it down myself, but how in the world are you getting j.S into Task C? The way Bedman gains momentum during his air movement is making it incredibly difficult for me to pull off.

Posted

Well lets say Bedman is on the player 1 side. If you are correctly crossing up, the 214S should push the opponent in the Player 1 direction.  This way when you land with J.S they should be close enough for you to go into 236H.  Keep in mind that if the opponent crouches the j.S, 236H will not combo.  I'm sure there are better combo options out there, I kinda threw that out there as an example.

Posted

So have more people been using the parry dash to get through projectiles and other pressure (gunflame, etc)?  To be honest, I don't see any reason not to go for it. The timing is actually not hard (I thought it had to be precise, but actually you can do it way earlier). The dash seems to have complete invincibility and puts you in throw range, so you can try to throw them or just block...I think that's always better than being stuck in the corner and having to face a mixup after say, a blocked Ino or Venom fireball.

 

Is there a way the opponent can blow up this parry dash?

Posted

http://youtu.be/dV47xsMOVuU

Not sure if this is worth doing but has a lot of options out of it if the opponent isn't ready

I feel like if I'm fortunate to land HS(2) >1HS >, it's best to get the guaranteed damage. Especially in the corner.

 

 

Is there a way the opponent can blow up this parry dash?

Yes. Your recovery on the teleport is always the same. Their recovery is based on what move they used. Example: If Sol does Gunflame YRC and just stands there, you'll teleport and be wide open to a punish. It has some uses, but it can also be blown up by smart players.

Posted

Yes. Your recovery on the teleport is always the same. Their recovery is based on what move they used. Example: If Sol does Gunflame YRC and just stands there, you'll teleport and be wide open to a punish. It has some uses, but it can also be blown up by smart players.

 

Yes but I said that the teleport seems to have NO strike vulnerability, you can block immediately after the dash ends...I tested with the cpu mashing 2P after some move that the cpu would recover first from (like Ino's projectile), the cpu was never ever able to hit me after my dash teleport ended. I'm not sure if the recovery of the dash is also throw invulnerable, trying to test that but having some trouble doing that without a second human player.

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