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Posted

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?

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Posted

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.

Posted

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

Posted

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.

Posted

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).

Posted

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.

Posted

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.

Posted

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.

Posted

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)

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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

Posted

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.

Posted

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.  

Posted

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 :)

Posted

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.  

Posted

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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