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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

 

 

You can hit up, then airdash after task A, with or without YRC

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Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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

Posted

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.

Posted

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

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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

Posted

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.  

Posted

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.

Posted

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.  

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