Lynxfort Posted January 30, 2015 Posted January 30, 2015 1- When Oki'ing, which option is better? A- empty jump > 2K B- 983 > 2K Regarding "A" i wanted to mention that after knocking opp with task C you can do FD while jumping make it safer from reversals or bait them .and of course you can mix up between JK and 2K.. >>>>>>>> Wall dust combo in challenge 30 which is 5D.6H.236K.clS.5H.1H.Task C i just knew that this combo gains certainly 25% tension which mean confirmed YRC oki any time you do it... i want to ask if there any other combos which gain a 25% or more tension ?? . and please update the wiki and first page on combo thread by these combos cuz bedman need meter to do great oki .. i only found this in combo thread .. Throw > RC > 5K > (JS > float 3 direction > JS)x2 > JS > float 6 direction > JP > JS > land > c.S > Task C (236H) (gives 35% tension!!!) [Helios Related] (thats the clock super need more ..
rubedo777 Posted January 30, 2015 Posted January 30, 2015 Regarding "A" i wanted to mention that after knocking opp with task C you can do FD while jumping make it safer from reversals or bait them .and of course you can mix up between JK and 2K.. >>>>>>>> Wall dust combo in challenge 30 which is 5D.6H.236K.clS.5H.1H.Task C i just knew that this combo gains certainly 25% tension which mean confirmed YRC oki any time you do it... i want to ask if there any other combos which gain a 25% or more tension ?? . and please update the wiki and first page on combo thread by these combos cuz bedman need meter to do great oki .. i only found this in combo thread .. need more .. I haven't paid too much attention to the amount of tension gained but keep in mind that combos that require you to walk forward or airdash, will give you more tension, so try to incorporate that if possible.
Zephyrion22 Posted January 31, 2015 Posted January 31, 2015 Regarding "A" i wanted to mention that after knocking opp with task C you can do FD while jumping make it safer from reversals or bait them .and of course you can mix up between JK and 2K.. >>>>>>>> Wall dust combo in challenge 30 which is 5D.6H.236K.clS.5H.1H.Task C i just knew that this combo gains certainly 25% tension which mean confirmed YRC oki any time you do it... i want to ask if there any other combos which gain a 25% or more tension ?? . and please update the wiki and first page on combo thread by these combos cuz bedman need meter to do great oki .. i only found this in combo thread .. need more .. Big issue is that all of Bedman meterless routes are incredibly short, except for throw, corner dust and Air Blitz Shield combos (still costs 12,5% tension + meter cool down doesn't build meter unlike the two first options). The fancier combos need you to at least YRC. Most of the meter you gain is from playing the neutral game and extending your pressure when possible !
WonderTonic Posted February 2, 2015 Posted February 2, 2015 Which characters do you all tend to struggle with personally when playing Bedman? For me it's mostly Venom, Axl, and Faust. They all tend to abuse Beds big frame in the zoning game and recover quickly enough to respond to your dash. I don't wanted I get too specific mostly because there are matchup threads already available. Just curious about your own personal matchup struggles. Sent from my iPhone using Tapatalk
Tiamat Posted February 2, 2015 Posted February 2, 2015 I have trouble with those 3 too. Faust the most of those probably. I also have trouble with Millia and Chipp cause I feel like I can't zone them and they just get all over me. I basically try to be really aggressive on them now because of that lol.
rubedo777 Posted February 2, 2015 Posted February 2, 2015 Which characters do you all tend to struggle with personally when playing Bedman? For me it's mostly Venom, Axl, and Faust. They all tend to abuse Beds big frame in the zoning game and recover quickly enough to respond to your dash. I don't wanted I get too specific mostly because there are matchup threads already available. Just curious about your own personal matchup struggles. Sent from my iPhone using Tapatalk Millia and Ino, pretty much...and netplay Ky (not really because of the matchup but because of greed sever scrubs).
NecroTheReaper Posted February 2, 2015 Posted February 2, 2015 Axl I don't have an issue with just because even though he's a zoner, he's gonna wanna get in. And when he does... he's just not scary imo. Because we have at least a 5f jab, he can't really reset pressure safely since I think his fastest move is 7f. I've lost to better players, obviously, but Axl just doesn't feel very hard imo. My issue is... pretty much all the S tiers. Millia, Faust, Ram, Zato... definitely a good Elphelt. Too many tools to counter-zone Bedman because of either being tiny or controlling more space. Also have some issues with Sol and Ky, but... those are just simple, well made characters.
WonderTonic Posted February 2, 2015 Posted February 2, 2015 I have trouble with those 3 too. Faust the most of those probably. I also have trouble with Millia and Chipp cause I feel like I can't zone them and they just get all over me. I basically try to be really aggressive on them now because of that lol. I forgot Chipp. He's probably the one I have the most difficult time with in the neutral game. Millia can be rough at times, but I agree, playing really aggressive works for me against her. Sent from my iPhone using Tapatalk
Generic_Soda Posted February 2, 2015 Posted February 2, 2015 I have a lot of trouble with Ky. Bedman's hitbox makes it tricky to weave around aerial Stun Edges and we can get outranged pretty easily unless you're judicious with 2S. All of my matches with Ky end with me getting the charged Stun Edge oki or trading projectiles and having to chip away at his health. Also I get scrubbed out by Greed Sever/Stun Dipper mixups :| Honestly, I'd rather fight Zato than Ky.
KingSolomun Posted February 2, 2015 Posted February 2, 2015 A good Venom is my personal hell, the mixup isn't that bad it's just that Bedman is so big every pool ball Venom sets will either hit or just graze you. Plus the parry will get snuffed out eventually, luckily Venom has no defense either so at my low level KD=Win
Alkipot Posted February 2, 2015 Posted February 2, 2015 Chipp, Millia, I-No, Elphelt and Venom all give me problems, then comes Sol "Just Do It" Badguy" and sometimes Ky. Faust doesn't seem to give me trouble though oddly enough.
TagAnarchy Posted February 3, 2015 Posted February 3, 2015 I pretty much can't deal with Millia, I-No, Faust as a top 3 though if you make it so that Millia never gets her knife back after she throws it, it makes life a tiny bit easier.
ExiledPreon Posted February 3, 2015 Posted February 3, 2015 After feeling out the game. I can deal with just about every character except for Elphelt and Chipp. Their unique movement has just been an overall pain. Especially good Elphelt pressure. Millias that I play often just seem to trade wins here and there. Nothing to where I'd say Bedman is completely free. Although having a big hitbox does make Zato-One players a chore from time to time.
rubedo777 Posted February 4, 2015 Posted February 4, 2015 Alright in this video, https://www.youtube.com/watch?v=JTONOo421hc 9:53, what is that jump normal that is used? It comes down really fast and it's hard to tell what it is. It also makes a strange sound and it happens to do 2 hits. The only thing I can think of is jH...in any case the way it worked here was pretty surprising, i'll have to play around with the trajectories after YRC.
Tiamat Posted February 4, 2015 Posted February 4, 2015 It was 83 j.K and Task A hit at the same time, that's why it was 2 hits. If you're ever having trouble telling what happened in a match like this you can use the slowdown feature youtube has. You can turn it down to .25 speed and it's easy to see what happens. It's in settings with the gear icon in the lower right of the window.
NecroTheReaper Posted February 4, 2015 Posted February 4, 2015 Huh...is that grab>tk task B wiff a safe Oki setup in the same match?
rubedo777 Posted February 4, 2015 Posted February 4, 2015 Huh...is that grab>tk task B wiff a safe Oki setup in the same match? Yeah it's safe, puts you right in front of them with a seal, before they wake up. Perfect range for 2K, jD instant overhead, 6H, etc.
Poultrygeist Posted February 4, 2015 Posted February 4, 2015 Location test notes are out, here's what I gathered from Bedman's *2HS/1HS/3HS is now jumpcancellable *6HS frame data changed and is now throw invul towards the end of the move and seems to cause stagger on CH? *Hemijack recovery is now 68 frames instead of 83, and the sheep moves more quickly in pursuit of the opponent *Dash recovery reduced from 44 to 39 frames, and it seems like the teleport frames are earlier and it comes out faster? Maybe to prevent things like people being able to make shit safe by cancelling? That's all I was able to gather. If anyone else wants to take a crack at it: http://ggxrd.com/locatest.pdf
NecroTheReaper Posted February 4, 2015 Posted February 4, 2015 Decent changes, but nothing too big yet. Oh well, we got a while. Really hoping for some seal changes, in the form of can't blow them up or can now YRC right after the start-up to place a seal. Or someone brought up an interesting idea to make his dashes faster, but that sounds unlikely
Poultrygeist Posted February 4, 2015 Posted February 4, 2015 Depending on when the throw invul starts on 6HS, I wonder if you can use it as a safe option to stuff anything they do on wakeup? The way it would work would be the if they do a throw attempt or something you would CH them and get a free combo, but if it gets blocked you can just make it safe with Task A or something. Just some food for thought, I'm going to bed....man.
TD Posted February 4, 2015 Posted February 4, 2015 that sounds like what 6hs is basically going to become when it comes to oki. really trying to make sure his crossup option shines. more conditioning is never a bad thing. his seals do need buffs...
SoWL Posted February 4, 2015 Posted February 4, 2015 Here's the full changelog:1/2/3HS - can now be jump-canceled; now blows the opponent forward on hit; 2HS and 3HS now have P1 of 90.6HS - start-up increased from 21 to 33 frames; now throw-invincible during the second half; now causes stagger on counter-hit.Hemi-Jack (632146S) - the start-up is reduced from 83 to 68 frames; now moves faster; the hit stun of attacks against the projectile is increased.Forward dash - the duration is reduced from 44 to 39 frames; the parry part of the dash now starts from frame 3 rather than frame 4; the recovery after the parry is reduced, and Bedman appears farther away.Float (88) - the duration of upward movement after being canceled into normals is increased; the input is now more lenient at the jump's highest point.Homing Dash (5D > 6) - can now be canceled into various moves.
Chad_Thundercawk Posted February 4, 2015 Posted February 4, 2015 All these changes are glorious. Can't wait for them to be implemented on consoles.
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