rubedo777 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 You can hit up, then airdash after task A, with or without YRC
WolfCrimson Posted January 19, 2015 Posted January 19, 2015 Hey guys, Bedfellow here, I dunno whether this was posted or not but here's a cool use of 6H YRC (useful if your fS pushes them too far out to 5H afterwards): (grounded opponent) xx> fS > 6H YRC > throw/walkforward throw You gotta YRC during bedman's dash part of 6H, because they'd be out of hitstun/blockstun by then. You might need to adjust your distance a bit by moving forward if the fS pushes them too far out, but only for a millisecond or so.
rubedo777 Posted January 19, 2015 Posted January 19, 2015 Hey guys, Bedfellow here, I dunno whether this was posted or not but here's a cool use of 6H YRC (useful if your fS pushes them too far out to 5H afterwards): (grounded opponent) xx> fS > 6H YRC > throw/walkforward throw You gotta YRC during bedman's dash part of 6H, because they'd be out of hitstun/blockstun by then. You might need to adjust your distance a bit by moving forward if the fS pushes them too far out, but only for a millisecond or so. Yeah I knew about this...and then forgot about it as I was learning other things. I need to implement this into my game. Thing is, this isn't so useful if the opponent has good reactions.
KBnova Posted January 20, 2015 Posted January 20, 2015 Hey guys, Bedfellow here, I dunno whether this was posted or not but here's a cool use of 6H YRC (useful if your fS pushes them too far out to 5H afterwards): (grounded opponent) xx> fS > 6H YRC > throw/walkforward throw You gotta YRC during bedman's dash part of 6H, because they'd be out of hitstun/blockstun by then. You might need to adjust your distance a bit by moving forward if the fS pushes them too far out, but only for a millisecond or so. You can OS it by 6p+6hs, you will either get throw or AA if they jump away. You can also delay react and if they jump go for airthrow.
rubedo777 Posted January 20, 2015 Posted January 20, 2015 So if I land a knockdown from Task C midscreen, what exactly should I be doing on oki? I feel like midscreen, unless I can find some reliable way to sandwich the opponent between me and the task C seal, I only really get one usage of task C, before the opponent is pushed too far for it to reach again. So yeah, it's just one mixup attempt and that seal has done it's work.
NecroTheReaper Posted January 20, 2015 Posted January 20, 2015 Off of task C knockdown, you could do a safejump j.S which I've found to be pretty good. Could also do meaty 2K since it has 6 active frames, getting you up to +3. Also, j.K has a bit of a wide hitbox, so it can cross up, but I don't know exactly how to incorporate that into oki. If we could get a crossup j.K safejump that'd be real nice midscreen.
rubedo777 Posted January 22, 2015 Posted January 22, 2015 Not sure if this is just me and if it's something specific to Bedman or just something with the game mechanics themselves but sometimes when I land a task C knockdown and then do task C dejavu YRC, it actually comes out as a red RC, even though it didn't actually make contact with the opponent. I'm pretty puzzled by why that is, I don't think I'm inputting it late. Makes me waste extra meter for no reason.
TagAnarchy Posted January 22, 2015 Posted January 22, 2015 It happens. After Task C, the opponent is still in a comboable state for a decent amount of frames, so doing Deja Vu>RC most always gets you RRC instead of YRC unless it's delayed a bit.
NecroTheReaper Posted January 22, 2015 Posted January 22, 2015 There's no reason not to delay it though, as long as your in position to do what you want when they wake up. Also gotta take into consideration the variable wakeup times in GG. I've been doin this a lot lately, is there a pro-con list of doing safejump j.S after a 2D KD instead of Task B? I've really been liking j.S safejumo lately
GKHiryu Posted January 22, 2015 Posted January 22, 2015 From my exp it's a matter of knockdown timing. Of the opponent only just hit the ground you will get RRC. I guess it may be because he's otg-able and as long as that state lasts you'll always get RRC, which makes sense. For Bedman it just means you have to learn to delay Deja Vu. I suggest practicing by doing Task B followed by DVB yrc attempt. To practice proper yrc timing is also useful, because if you do DVB/DVC too early not only do you waste meter on RRC but also lose oki completely as the moves tend to whiff.
NecroTheReaper Posted January 22, 2015 Posted January 22, 2015 Anyone have any estimates on how soon the lower invul on 5K kicks in? This seems like the most important aspect of 5K, and I feel like I'd use it more if I knew how safe it was. Especially with how reliant we can be on stagger pressure
rubedo777 Posted January 22, 2015 Posted January 22, 2015 I've been doin this a lot lately, is there a pro-con list of doing safejump j.S after a 2D KD instead of Task B? I've really been liking j.S safejumo lately I actually use 236K after a sweep. You get far more options afterwards.
Tiamat Posted January 22, 2015 Posted January 22, 2015 I usually do 236K after 2D as well but variety can be a good thing so I'll have to experiment with safejumps more. On elphelt and faust 236K whiffs anyway so it'd be good to have alternatives. Frame data for 5K should be on the wiki somewhere. I don't like it. I tried testing it against sol 2D a while ago and it was trading and stuff. Didn't seem very reliable.
kex Posted January 23, 2015 Posted January 23, 2015 Had someone already noticed there that ground Task C YRC (or purple if timed too late) while you are in the air makes bedman jumping far as Anji's as high as Order Sol? With frame advantage of RC it leads to + frames oki like Potemkins new air move YRC. Also, it cannot be canceled in air dash with 8. Whatever.
TD Posted January 23, 2015 Posted January 23, 2015 Not sure if this is just me and if it's something specific to Bedman or just something with the game mechanics themselves but sometimes when I land a task C knockdown and then do task C dejavu YRC, it actually comes out as a red RC, even though it didn't actually make contact with the opponent. I'm pretty puzzled by why that is, I don't think I'm inputting it late. Makes me waste extra meter for no reason. You can try 2k slight delay task c déjà vu yrc as they are OTG. It will kick them up faster, and if it whiffs you still get the yrc.
NecroTheReaper Posted January 23, 2015 Posted January 23, 2015 Speaking of OTG, I personally find any kind of oki after a 236S kd without a YRC is very unsafe. Would OTG 2K>236P/214S be any safer?
rubedo777 Posted January 23, 2015 Posted January 23, 2015 Why are you unsafe after 236S? You can walk backwards a slight bit before doing 214S and they shouldn't be able to throw you or reversal dp. To be honest, I don't find 214S useful after OTG...if they don't tech the OTG, the 214S completely whiffs.
NecroTheReaper Posted January 23, 2015 Posted January 23, 2015 I just have a bad time trying to set up a 214S without being mashed on actually. Cant seem to get far enough away to where I still hit meaty outside of their range but close enough that making them block 214S accomplished something
Tiamat Posted January 23, 2015 Posted January 23, 2015 I just have a bad time trying to set up a 214S without being mashed on actually. Cant seem to get far enough away to where I still hit meaty outside of their range but close enough that making them block 214S accomplished something You've tried walking back slightly before doing the 214S? I've mentioned this before but I like to do the 214 motion slowly so it walks out of throw range before pressing S. If they DP you'll be able to block it, and if they got up and blocked you'll be able to do something. If they got hit on wakeup by the 214S you can go for c.S/5H to do a combo.
rubedo777 Posted January 26, 2015 Posted January 26, 2015 How do you turn yourself around in the air? I'm watching this Bedman that is doing some mixups with jumping over the opponent, then airdash down+P but he always changes the direction he's facing...when i do it, I just face the wrong direction. What's the trick? Edit: found it... has to be a superjump.
Tiamat Posted January 28, 2015 Posted January 28, 2015 This is kinda random info but I found out j.H is safe from almost all DAAs if you do it with a normal jump to the 6 airdash. Just hold back during the j.H and if they DAA you'll block it. The only character who can hit you with their DAA while blocking j.H is Ram, and she must DAA on the 1st or 2nd hit or hers won't work either. I had this happen in matches before but didn't test it till today. Oh yeah and it's Burst safe too.
rubedo777 Posted January 28, 2015 Posted January 28, 2015 what's a DAA edit: oh dead angle...that's nice to know, except almost no one I fight online properly blocks jH.
TagAnarchy Posted January 28, 2015 Posted January 28, 2015 Dead Angle Attack If you're blocking you can do 6+two attacks except D to push an opponent away.
kex Posted January 29, 2015 Posted January 29, 2015 https://www.youtube.com/watch?v=Sua01I6M7e0 Its very old video, but how does Bedman hovering there? Is it old fixed bug or something?
GKHiryu Posted January 29, 2015 Posted January 29, 2015 2/27/2014 My bet is that it's some kind of pre-master footage.
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