Tiamat Posted February 6, 2015 Posted February 6, 2015 To correct myself, that TK 236P 3H 236H is something I do after throw, I'm not sure how well it works from 2D. Prob depends on distance. Pretty sure TK 236P will meaty though. And since I brought up safejumps, what ones do you guys do? From throw and 2D you can walk forward a bit then 986 j.H safejump and from Task B if you jump straight up and come down with j.S you'll be safe from all the meterless DPs (except clash with sol) though elphelt overdrive beats it. You guys have any good safejump methods to share? I'm trying to use them more but not sure what best ones are.
NecroTheReaper Posted February 6, 2015 Posted February 6, 2015 From grab and 2D, I just walk forward, 9>falling j.S for safejump. Task C kd I do neutral jump j.S. Task b knockdown, I'd rather just do dv B than try a safejump.
rubedo777 Posted February 6, 2015 Posted February 6, 2015 After sweep I've been doing something that I stole from Shu...after sweep, do 886 into an air normal but the air normal should be done early, so that you land in front of them and before they get up. This is faster than walking up to them after a sweep and it's also more deceptive. After landing, you can immediately do 2K, jD or 6H. You can even slightly delay your jump attack so that it hits just barely (as a safejump).
NecroTheReaper Posted February 6, 2015 Posted February 6, 2015 https://mobile.twitter.com/zidanel33t/status/563526125767630849 So if we get knockdown off air combos, that is a massive amount of untech they gave task B. Testing 1HS>RC>2369S>, you land before them, but they air tech. This sounds like more and more good combos now
Dullyanna Posted February 6, 2015 Posted February 6, 2015 To correct myself, that TK 236P 3H 236H is something I do after throw, I'm not sure how well it works from 2D. Prob depends on distance. Pretty sure TK 236P will meaty though. And since I brought up safejumps, what ones do you guys do? From throw and 2D you can walk forward a bit then 986 j.H safejump and from Task B if you jump straight up and come down with j.S you'll be safe from all the meterless DPs (except clash with sol) though elphelt overdrive beats it. You guys have any good safejump methods to share? I'm trying to use them more but not sure what best ones are. Â A good annoying thing to do off safe jump is vary your timing and do jH while mashing 2k to combo/hit low when you land, the varying multiple hits really throw most people off. Its reasonably effective even off standard sweep walk-up safe jump, and easily sets up throw. Just don't get BSd lol. If I smell them trying to reversal, sometimes I just hang out with 8 mid-jump and throw futbol yrc on wakeup to safely pressure.
KBnova Posted February 7, 2015 Posted February 7, 2015 I asked mitsuru about his thoughts on Bedman 6hs in Xrd 1.1 loketest.  His reply: @p_mitsuru I think It became late and is hard to use it(far S > 6HS etc.), but became easy to use it for the rise of the enemy.  So I'm assuming in neutral it's not as effective but since they adjust the 2s > 2d gattling and 2hs being jc'able it should help improve his setups in return. Since the the start up is longer on 6hs for his cross up gimmicks with Task B DV~yrc it has to be done much earlier but should be the same with better rewards. (staggers on CH/ throw invul).
Poultrygeist Posted February 7, 2015 Posted February 7, 2015 That's pretty much what I thought. Â It's going to take a lot of getting used to and it may render some of our old routes obsolete, but I feel like the benefits will outweigh those inconveniences.
QSpec Posted February 8, 2015 Posted February 8, 2015 I've been trying to learn other characters lately, and so I just recently got a few Bedman games in.  I'll be honest, I'm going to miss the current start up on 6HS. At 50% meter (to make it safe if necessary), I get a huge amount of mileage out of it raw at neutral (seriously, walk up > 6HS works more than it hsould). That said, I'll take the more reliable oki cross-up, but just saying... I loved you 6HS.
KingSolomun Posted February 8, 2015 Posted February 8, 2015 Hey not sure if someone figured this out already or it may have not been important enough to post but if you have the space and would like to gain extra meter then I suggest doing the "Bedman Shimmy" Basically while you hold forward ( just normal walking) you should alternate between his normal walk and crawl animations. While you will look weird as hell you will gain meter at a constant rate rather than it dwindling as time this goes by. The reason this works is because Bedman's walk and crawl animations gain different rates of meter and every character in this games meter starts to grow slower as they advance. But since you are jumping between both animations his meter never slows since you are technically restarting his walk animation.
kex Posted February 8, 2015 Posted February 8, 2015 I've been trying to learn other characters lately, and so I just recently got a few Bedman games in.  I'll be honest, I'm going to miss the current start up on 6HS. At 50% meter (to make it safe if necessary), I get a huge amount of mileage out of it raw at neutral (seriously, walk up > 6HS works more than it hsould). That said, I'll take the more reliable oki cross-up, but just saying... I loved you 6HS. Thats why it is being fixed, just remind me a character but Be that would do 6HS neutral? There are no of them, and its fair fix for it. Maybe, its even too good to be true to give it huge untrowable frames- just imagine timed projectiles, which build Bedmans game, after that enemy tries to throw close standing Be and gets hit. It still will be useful, but as oki, not as neutral, which I personly spam a lot for its realy good trade options.  We will just have to change it with option select 6HS/6S->2D
rubedo777 Posted February 8, 2015 Posted February 8, 2015 Thats why it is being fixed, just remind me a character but Be that would do 6HS neutral? There are no of them, and its fair fix for it. Maybe, its even too good to be true to give it huge untrowable frames- just imagine timed projectiles, which build Bedmans game, after that enemy tries to throw close standing Be and gets hit. It still will be useful, but as oki, not as neutral, which I personly spam a lot for its realy good trade options. Â We will just have to change it with option select 6HS/6S->2D Â Venom uses 6H in neutral. So does Elphelt. Pot can as well, and other characters I can't think of at the moment. Â Anyway I don't abuse 6H too much...I like doing it sometimes after 236K connects, and in some cases after fS which I think is a good frame trap (also if you YRC it, you can get in close and throw). Also use it on opponent's wakeup, but that's about it.
sylintasassyn Posted February 9, 2015 Posted February 9, 2015 Bedman play at this time and going forward from Joniosan's stream  http://www.twitch.tv/joniosan/b/621492458?t=8h000m34s
Lynxfort Posted February 9, 2015 Posted February 9, 2015 https://www.youtube.com/watch?v=JR8h_nZL63w&feature=player_detailpage#t=55 After 0:55. the throw combo..why he did this combo" 5s.5h.task C instead of "f.S > JP or JK > JS > land > c.S > Task C)" ?? Â
Tiamat Posted February 9, 2015 Posted February 9, 2015 The shorter combo leaves more space between Bedman and the opponent so the oki is different. It depends on what you want to do after it. Also, the longer combo puts bedman in wakeup VV range. I won't claim to know what his reason is those are just some possibilities.
NecroTheReaper Posted February 9, 2015 Posted February 9, 2015 This was also before console hit, so we didn't have everyone in the world lookin for optimal combos that gave knockdown.
Dullyanna Posted February 11, 2015 Posted February 11, 2015 Like Tiamat said, if you're against a character with a good vertical reversal, its arguably better to put yourself at a further range to do safer oki. The basic variants don't work on all characters, and if you want to do meaty low/jD shit after bedslam you're better off doing it off of a different combo.
rubedo777 Posted February 12, 2015 Posted February 12, 2015 So regarding jH...a lot of people use 886H, which generally results in all 6 hits connecting (sometimes less) and allowing you to combo after it. The thing is that it isn't really that deceptive (if you know how to block). Â I've started using superjump 883H and that is much harder to block. It does 1-3 hits depending on spacing, comes down very fast and it's really hard to determine when it's time to block low...heck it's even hard for the Bedman player to determine when they should input 2K. I think this has some applications offline (whereas I honestly don't think 886H should be hitting anyone offline).
NecroTheReaper Posted February 12, 2015 Posted February 12, 2015 Personally, after hearing that j.HS auto baits bursts and DAA's, I'm starting to think its better to use only when you wanna save up RISC for big damage or they got 50 heat and are afraid to BS anything. I like the move, but I prefer j.K more for pressure/mixup. Speaking of superjumps, does sj.886/3 accomplish any more than j.886/3? I feel like I remember superjumps being cancellable earlier, but maybe I'm thinkin of another game
rubedo777 Posted February 12, 2015 Posted February 12, 2015 I don't know about that. I use superjump 883 (or 882 or 881) for jS because jS has longer startup and usually can't come out from a normal jump (unless you are dashing forward of course)
NecroTheReaper Posted February 12, 2015 Posted February 12, 2015 I honestly need to use 881/2/3 more. I feel like my mixup has become stagnant without learning to use it properly. Empty jumps lows, throws, dp baits.. I'm missing a lot
Tiamat Posted February 12, 2015 Posted February 12, 2015 j.KS is burst safe too actually. Â If the j.K hits you can put in j.S and hold back and it will block if they bursted after the j.K. Â you can also block after the j.S hits but It's gonna mess up your combo if you bait burst there. Â Haven't checked how it is against DAAs. Â
rubedo777 Posted February 12, 2015 Posted February 12, 2015 I honestly need to use 881/2/3 more. I feel like my mixup has become stagnant without learning to use it properly. Empty jumps lows, throws, dp baits.. I'm missing a lot  About empty airdashes...you should be doing an air normal that is too slow to actually come out. If you don't, it takes longer for your airdash to complete (and Bedman will kinda float to the ground).  So when I do my empty 883 or 882, I use jD
NecroTheReaper Posted February 13, 2015 Posted February 13, 2015 I'm really hoping they let us actually hold FD from float in the patch. I've died so many times pressing FD while floating just to say "huh, holding back for FD? Well here's your airdash!"
TagAnarchy Posted February 13, 2015 Posted February 13, 2015 Just want to make a comment. I hope they make Bedman's sleeping idle a command normal in the future. Have you seen all the stuff it low profiles? It even low profiles Charged Stun Edge from Ky. It's so wonky.
rubedo777 Posted February 13, 2015 Posted February 13, 2015 Not liking some of these loketest changes...some of the buffs have been reverted:  - Hemijack: total recovery reduced from 83f to 73f; projectile speed buff reverted; increased projectile stagger nerf reverted - Command Airdash: changed so it's easier to use it off aerials - j.236S: damaged reduced from 26 to 14 (why???) - f.S: 90% starter proration added - j.D: 90% starter proration added - 6HS: startup increased from 21f to 31f  still waiting on more translations...
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