SectumSsempra Posted January 14, 2015 Posted January 14, 2015 I only use 6h for the two hundred ish damage rrc combo. I thought it was neg on block. Anyone have a reliable cross up deja vu task a prime set up? ANyone here find they do bedman offline then online, or are his match ups just not so good?
rubedo777 Posted January 14, 2015 Posted January 14, 2015 I only use 6h for the two hundred ish damage rrc combo. I thought it was neg on block. Anyone have a reliable cross up deja vu task a prime set up? ANyone here find they do bedman offline then online, or are his match ups just not so good? 6H is negative on block but it combos into Task A and you can RC that for huge damage (like 190 damage on Sol). Tiamat posted a pretty basic one...6H, Task A, RC, walk up 5H(2 hits), 1H, 236H. You can setup crossups with Task A' off sweep knockdowns but every character has different wakeup timings so you have to find out all the different combos you have to use on each character. I haven't tested against all characters yet but here are some examples: Sin: jump attack, 2K/cl5S, 2D, 236K Millia, Ky, May: jump attack, 2P, 2K, 2D, 236K jump attack, 2K/cl5S, 2D, 236K (the jump attack so that Bedman lands close to the opponent)\point blank 2K, cl5S, 5H(1), 2D, 236K Bedman: jump attack, 2K, cl5S, 5H(1), 2D, 236K point blank 2K, cl5S, f5S, 5H(1), 2D, 236K (not useful in the sense that he has better combo options at point blank) Potemkin: (opponent standing) jump attack, 2K/cl5S, 2D, 236K (opponent crouching) jump attack, 2K/cl5S, 5H(1), 2D, 236K Sol, Slayer, Chipp: jump attack, 2K/cl5S, 5H(1), 2D, 236K These combos above are for when you are not point blank...if you're point blank, there are better combos that you can convert to that lead to higher damage and Task C seal, so I don't think it was worth finding those out...it's when you land a jumpin(or a poke from further away that isn't point blank) and aren't close enough to combo into something high damage, that you can go for these crossup task A' setups.
Tiamat Posted January 14, 2015 Posted January 14, 2015 I only use 6h for the two hundred ish damage rrc combo. I thought it was neg on block. Anyone have a reliable cross up deja vu task a prime set up? ANyone here find they do bedman offline then online, or are his match ups just not so good? lol you liked your own post
NecroTheReaper Posted January 14, 2015 Posted January 14, 2015 Everyone's entitled to their own self importance, dont judge xP xD. Also, maybe the reason why 6HS doesn't crossup ubless point blank bas to do with where the actual hitbox comes into contact with them? I dunno, but I mean 236K is weird in that way too, so somethin else bein strange that way doesnt seem too out there. Someone was talkin about pressure options lacking other than j.KPP. I'm just gonna say, after playing at locals and having people explain to me how gdlk Bedman's throw game is, that you can stagger and make people fear throw pretty easily. Especially with any move within the c.S range. A few notes after playing a few other Bedman's. These are without seals placed since that's where things get tough xx>2S>2HS>236P -good for building distance and making them respect you, obviously stronger with 25 meter, cuz you can now magically use almost any task move to move back in. xx>866>j.KPP -strong string into a grab setup, but very little blockstun so can be disrespected. Can cancel the last j.P into j.236P to safely get out of grab range I think. xx>866>j.KS -string meant almost exclusively for ensuring your chance at pressuring people without a DP. Pretty good blockstun, can cancel into most of any move without too much worry. xx>8236P -simply throw people off trying to AA or DP you. More ambiguous if you don't TK it since it looks like more jump pressure, and can be YRC'd. Nice xx>889>j.PxN -try to bring people jumping out back down. Depending on their jump, maybe j.K too since it reverse gatlings xx>889>j.236HS -bedslam. Pretty good reward if blocked or punishing an AA, depending on height you can be at +3 with a shiny new task C seal xx>2K/c.S>walk forward>6K/S+HS -tick setup, 2K is fast with good range and not terrible on block and c.S has a good hitbox with good gatlings afterward while being neutral on block. These are things I've personally been using with success against respecting opponents. Lots of options, not gonna say they're perfect, but pretty good by comparison. If someone wants to say something is bad or ill advised, I'm all ears. We're Bedman players here.
rubedo777 Posted January 14, 2015 Posted January 14, 2015 I've seen Mitsuru use a lot of superjump into diagonal downwards S (or even just vertical down S, depending on his positioning), as well as other stuff. Honestly I think he has the best movement of all Bedman's I've watched, lots of good air strings he uses. Another one I use is j(S, 66, PP), though this doesn't work on some characters (like standing Millia and May). It's not really a standard one...you'd probably use this after using the more common stuff (that you've mentioned).
NecroTheReaper Posted January 14, 2015 Posted January 14, 2015 Using Bedman's dash that way I can see being useful in fake safejump setups where the opponent has been conditioned. Now you can hit a bit higher and go into forward dash for mixup on oki after a baited DP. Also note, any move that ends in KD can lead into a safejump. I personally like to use j.S because of its big hitbox and blockstun. Be careful with 236S though... as I said when experimenting with safejumps, 236S safejumps behave weird in that they clash with almost every DP. You don't get punished, but its not necessarily in your favor either.
GKHiryu Posted January 14, 2015 Posted January 14, 2015 I've only been playing agains very good players recently, so I figured they're just surprisingly good at adapting to my 6H crossup game. But you're all saying that ASW programmed 6H to be able to hit opponent after BE switches sides with him, but still count as non-crossup? I... guess I'm done.
NecroTheReaper Posted January 14, 2015 Posted January 14, 2015 Its not that they're singling out 6HS, judt the system in general has it set that way. I think the only other issues with it are the hitbox not actually crossing up before you get all the way through the opponent, which is why it works point blank.
rubedo777 Posted January 14, 2015 Posted January 14, 2015 I only tested on Sol btw...I wonder if it's easier/harder to crossup against other characters. Will test tomorrow.
SectumSsempra Posted January 14, 2015 Posted January 14, 2015 Oh I didn't realize that lol. On mobile it's just a check mark and I thought it was to edit. But now im vain. And ok with that. Hm yeah, for the 6h combo, that's the one I use. As far as pressure, it all works on people who respect you. Like scary well. Even a simple j hs on their knockdown, (if they have no dp) not only scares them but if im not mistaken has a property to make you guard overhead then low at specific heights, and combos to task be from there. The pressure issues feel more rea of an issuel when they don't respect you and when theyre on the move. When it comes to mobility, certain characters out do us, some shut us down entirely (axl, venom)
Generic_Soda Posted January 14, 2015 Posted January 14, 2015 6H is negative on block but it combos into Task A and you can RC that for huge damage (like 190 damage on Sol). Tiamat posted a pretty basic one...6H, Task A, RC, walk up 5H(2 hits), 1H, 236H. You can setup crossups with Task A' off sweep knockdowns but every character has different wakeup timings so you have to find out all the different combos you have to use on each character. I haven't tested against all characters yet but here are some examples: Sin: jump attack, 2K/cl5S, 2D, 236D What does D stand for here? I'm guessing that 2D is sweep, but 236D isn't anything so I'm wondering if you made a typo here.
NecroTheReaper Posted January 16, 2015 Posted January 16, 2015 Anyone know comparatively how good Bedman's throw range? Otherwise worded as who do we outrange with throws?
Generic_Soda Posted January 16, 2015 Posted January 16, 2015 That info is on the wiki. Bedman's range is tied with Axl, Faust, and I-no's. We get beaten out by Slayer and Zato, and everybody gets outranged by Potemkin. Leo, Sin, and Elphelt's ranges are unknown at the moment, but Bedman outranges everybody else for sure.
NecroTheReaper Posted January 16, 2015 Posted January 16, 2015 So 11 outta 17 we can space for win. I like those odds. Btw, where was it in the frame data? I looked all over and couldn't find it Dx
Generic_Soda Posted January 16, 2015 Posted January 16, 2015 Isn't it the numbers listed under guard? Or am I misinterpreting that?
NecroTheReaper Posted January 16, 2015 Posted January 16, 2015 Yeah, that's true... I just have a hard time loading up the wiki that fast. But lookin through that... we have quite the impressive air throw range.
ATG Warlord Posted January 17, 2015 Posted January 17, 2015 Hello Everyone, This is my first post in the XRD Forums! Been playing around with Bedman recently and have two questions: 1- When Oki'ing, which option is better? A- empty jump > 2K B- 983 > 2K 2- Is Task C a valid pressure tool? I have seen Tsubu use it a couple of times.
rubedo777 Posted January 17, 2015 Posted January 17, 2015 Hello Everyone, This is my first post in the XRD Forums! Been playing around with Bedman recently and have two questions: 1- When Oki'ing, which option is better? A- empty jump > 2K B- 983 > 2K 2- Is Task C a valid pressure tool? I have seen Tsubu use it a couple of times. 1) Use both. You want to vary your options as much as possible, Bedman is about lockdown and unpredictability/deception. 2) Raw Task C is questionable (can be instant block->thrown or blitz shielded) but Task C dejavu is great for pressure.
ATG Warlord Posted January 18, 2015 Posted January 18, 2015 Ok so I came up with a 50/50 corner pressure: 2A > 2K > 2D > Task A > YRC > 6H > Task C > Task A second hit > Either j.D instant overhead or 2K for low Note: If they crouch, task A second hit will whiff but they will get hit by Task C overhead. Edit: Note 2: If they block all that ... you have task C seal and continue pressure Edit 2: Here's a video showcasing the setup http://www.youtube.com/watch?v=P5zLVAKsV4Q what do you guys think? Also I am in desperate need of bedman setups and oki ... help lol
rubedo777 Posted January 18, 2015 Posted January 18, 2015 It's decent pressure but they can jump out of a lot of that pressure...they can even poke you depending on the character. I've been trying to come up with some confusing uses of 236K dejavu to teleport to the other side out of nowhere while in the middle of other moves. Honestly I think this is where Bedman's pressure game is more threatening and Tsubu uses it to great effect.
Tiamat Posted January 18, 2015 Posted January 18, 2015 Ok so I came up with a 50/50 corner pressure: 2A > 2K > 2D > Task A > YRC > 6H > Task C > Task A second hit > Either j.D instant overhead or 2K for low Note: If they crouch, task A second hit will whiff but they will get hit by Task C overhead. Edit: Note 2: If they block all that ... you have task C seal and continue pressure Edit 2: Here's a video showcasing the setup http://www.youtube.com/watch?v=P5zLVAKsV4Q what do you guys think? Also I am in desperate need of bedman setups and oki ... help lol I think the main problem with this series is that after blocking the 6H they could anti air the 236H. When you do 2D to the 214H it's possible they could hit you there too. It could still work but there are some holes.
ATG Warlord Posted January 18, 2015 Posted January 18, 2015 I am also looking for some Deja Vu A' setups ... I only know of one so far: Corner Oki: Deja vu A' (aerial seal) > IOH j.D > Teleport > c.S > 5H > 1H > Task C On another note, I have been playing around with Task B midscreen oki setups and here're the variations that I found: http://www.youtube.com/watch?v=qjC0mGy3HLQ First one is regular dash down overhead Second is a crossup ... you have to delay dash down a little bit for it to cross up Third variation is a double overhead ... (falling j.K > 6 > j.K) ... can be used in many oki setups aside from this one. Also now that I think of it, you can add a throw variation (falling j.K > 6 > j.P > Throw) Question, anyone knows Task B/ Deja Vu B oki setups in the corner because I'm clueless there :/ Edit: Thx for the feedback on my previous post ... I'll keep those tips in mind
Tiamat Posted January 18, 2015 Posted January 18, 2015 Task B oki in the corner I just walk back then do the DV. You can try doing a forward walk into 5H(2) while they are blocking it and then mixup 2D or j.D. You can also just use the DV repeatedly in short blockstrings, though depending what you did they may be able to jump out or interrupt.
LoopsScoops Posted January 19, 2015 Posted January 19, 2015 I think it really just depends how much meter you're willing to spend, doing an aerial Task A a little over TK height then YRCing into a falling j.S or j.K is something I've been thinking about ever since I saw Sabamiso do something similar After the YRC you can: falling j.S or K into an overhead for a combo back into knockdown fall, land and go into 2K for a low combo into knockdown falling j.S or j.K 6 j.K for double overheads falling j.S or j.K 6 j.P for a tick throw and POSSIBLY j.S or j.K 2 to airdash back to the floor and go for a low I'd take this all as theory since I haven't looked too much into yet let alone used it at any locals yet, but it might be worth looking into, as with everything involving bedman, you could get pretty creative seems like it could work pretty well off of a Task B knockdown in the corner, since it puts you close and if someone blocks it when you land not only do you have the ball from Task A coming back but you also have the the Task B seal waiting for you to resume pressure when you're done
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