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Posted

Does jump install have an impact on BE? I was under an impression that he can airdash after task C YRC regardless.

Posted

Task C (Y)RC is pretty much the only time JI seems to affect Bedman since he maintains all of his movement options after a super jump.  I have yet to find a use for it though.

Posted

Hi guys, and today in our inconstant rubric "What Daisuke plans to cut off in the next patch" we will see two little things which i didnt mentioned there before:

1) I saw it in some setup-combo video here, on DL, but didnt see this in talks, so...

Point blank Task A' (teleporting) gives you pseudo-safe crossup. It works the best while your opponent is down and doesnt have DP (but why not) and you make TK Task A' on visible height (prevents him from trying to throw and he is waiting for overhead) or near land (it causes him to HS-throw, but on another hand he will block our next  low move =>>) After teleporting you have a lot of options (+9), for example 2K. Thats what was said about pseudo safe- if your attack will be too fast it will not cause opponent to stop blocking, even if he didnt changed the side of blocking. If it is not as fast, it is throwable. We still have j.D, task C for menacing double crossup, but all is about risk and your courage.

2) I was thinking a lot about throw air dash combos, and only now realised, that they are made easy not by inputing j.S > 8 > 6 j.S, but with j.S > 6 > j.S. Thats great, and means that we have Venom-like options after j.P j.K j.S >> 6 (or any move that cancels ours iardash + velocity for fast landing.

Example - jump on waking enemy with j.S >> 6 >> j.S or j.P > j.P > j.P or j.K (funniest thing is several j.D on minimal height, that will be inputed easy) or j.HS>> !INSTANTLANDINGMOTHERFUTHER 2K or even 2S or throw.

Clear example- j.S > 6 > j.D > j.K >  j.S >! ILM =)

Obvious safe setup - dejavu Task C, DJ Task B YRC.

Inobvious setup- j.HS > task B air > RC > j.S > 6 > j.P bla bla bla > ! ILM

 

Sometime I think that publishing this thing is like sacrificing it on the altar. If this things will be cut off in some patch it will be impossible for Bed ever become mid-tier. And im not offended with glich fix, used it only once for real.

Posted

Hi guys, and today in our inconstant rubric "What Daisuke plans to cut off in the next patch" we will see two little things which i didnt mentioned there before:

1) I saw it in some setup-combo video here, on DL, but didnt see this in talks, so...

Point blank Task A' (teleporting) gives you pseudo-safe crossup. It works the best while your opponent is down and doesnt have DP (but why not) and you make TK Task A' on visible height (prevents him from trying to throw and he is waiting for overhead) or near land (it causes him to HS-throw, but on another hand he will block our next  low move =>>) After teleporting you have a lot of options (+9), for example 2K. Thats what was said about pseudo safe- if your attack will be too fast it will not cause opponent to stop blocking, even if he didnt changed the side of blocking. If it is not as fast, it is throwable. We still have j.D, task C for menacing double crossup, but all is about risk and your courage.

 

Keep in mind that in order to throw, you need to be standing. If they're trying to throw and you do the 2K airtight, it will hit them low even if they were stuck in blockstun. Same goes if they are trying to jump out or they're inputting some special move.

Posted

Wait, what? Who said that?

Anyway, thinkin to the future... if 1/2/3HS keep their jump cancels on block, thats a lvl 4 move we get to do airdash pressure with. Also seems like a very strong oki tool since only 3 characters can actually backdash its 14 active frames (Sin, Slayer, and Pot). I'm just gettin excited. Testing out damage numbers the other day through RCing, we get ~180-190 damage from a 1HS jump cancel combo (reg jump loops since Im still unsure about j.236S being a combo tool).

Posted

My bad, I thought for some stupid reason that it was +7,  re-checked the wiki and realised it was already +9. I don't really get what the aforementioned post was supposed to mean then, I'll delete my previous post to avoid confusion xD

Posted

Anyone willing to brainstorm?

Post throw oki thoughts:
Corner is ofc always task C route and Task C corner oki is basically Bedman - the ph.d thesis, so I won't go there right now.

Midscreen though, I find it less and less useful to go for Task A'. Instead I sometimes go for task A to have pressure while it returns.
The most used option for now is TK Task B. Not only does it deliver me straight to opp's face, but it's a task B token right on him.
On top of that, with Task B recovery there's enough time to go for a meaty low/oh or reversal bait.
On the other hand, some characters can punish deja vu activation in blockstring (Faust, ehhhhh) so having a token is less advantageous in certain matchups.

Maybe keeping distance with task A is better against Faust and Pot. I bet there are some other matchups, but can't name anyone off the top of my head.
Maybe throw > TK Task B > Deja Vu > attack after they block DV rather than meaty, then confirm and go for j.c. TK Task A on block
or combo on hit.

We're still in the dark with Bedman. There's a lot of bits and pieces in particular matches or even on JP twitter
(check out helldoll_259 if you haven't), but even watching JP matches I can't help but feel that there's little in terms of Bedman with solid gameplan.
 

Posted

There's... Well I wouldn't say "plenty", but a rather decent amount on niconico. It's mostly people with a 100+ wins though. Not that much of people with 1000+ wins.

Posted

Ok, I don't use Nicovideo at all, that's why, i was searching on YT, stupid idea. :p

Well on arcade tournament, there no Bedman at all, never.

Tsubu must have stopped...

Posted

You (and anyone who hasn't yet) should definitely sign up on niconico. There's Bedman footage as fresh as last week of February there. Nothing amazing, but very good for matchup study, and you can always pick something interesting from those matches. Unless they're vs. Pot. I'm positive that there's absolutely nothing to learn in Potemkin matchup.

Posted

Yep, played a good Pot last week  (and I mained Pot since reload, sub in Xrd for obvious reasons) , and damn, this match up is hell for him.

As long as Bedman doesn't do anything stupid, it's straightforward. We can even go on pressure once we got a KD and unleash hell on him.

If he life leads, then we can zone him infinitely. Just bait HF and have fun.

Posted

You can't quite zone him infinitely because his ball (and his seals) are projectiles and therefore reflectable. Bedman has some tools to get away from the reflect projectile but it can be dangerous.

Posted

It's a battle of patience, and Bedman has the upper hand at all times as long as he keeps his composure. If Pot does successful FDB on first hit he still has second to worry about, not to mention he'll be open to 3H. Any other evasive maneuver, Bedman can easily intercept. Our j.S is godlike here, and j.H blows up Hammerfalls like it's christmas. Hell you can easily go for raw task B to beat out most of Pot's attempts to do anything. Sure he has the grappler factor, but you have so many tools to keep him aways it's almost unfair.

Posted

I personally dont care much for 3H. The patch might change that if the jump cancel is still there, but its personally to risky for my liking, without enough reward. It doesnt knockdown on regular hit (I know none of them do), its possibly the most dangerous move on wiff in the game, and there's no real reward other than getting a task A out. I think 3H>task C RC>j.S might lead to something, but still not my personal preference

Posted

You generally don't want to do 3H unless Task A is already out to cover it. It's still worth doing raw if your opponent is being predictable with long startup projectiles like leo's big one, may beach ball, venom QV etc. In these instances you'll hit it as CH so it will knockdown but you can't do much cause of distance. I think CH 3H RC walk 6H combo is possible but I've never done it in a match.

Posted

I think we can safely remove FAB from the equation. Mostly because it's still him that we're playing against and not Potemkin. It's not I-no where a 5 year old could pull off that dash 50-50 into note into dash 50-50 into note into dash 50-50 and rape us clean. Pot has very few tools and until that changes it's the most favourable of Bedmans matchups imo.

 

On the topic of 3H, I use it mostly when task A is on screen and to keep the already blocking opponent in place longer. Sure that doesn't net any damage, but so far it worked well in terms of annoying the opponent. Once they block it for 3rd or 4th time in the match they often get reckless. May not be as strong against better players, but then it gives me some breathing room and time to think. Not to mention 3H YRC is, as mentioned, a legit option.

Posted

I don't like it because it doesn't help you get in even if you hit em. Some characters that havr limited mobility I can see it workin on... but this is GG. The most limited we have is Pot and Leo, though I get few good players of either of those characters. Otherwise, they superjump>airdash on reaction to your bed throw, they get in for free on wiffed 3H without meter, which I personally find lacking and very precious

Posted

If they superjump and airdash you're in a much better position. Against I-No or Sol you have to be mindful of dive kicks, but whatever it is they still have less options than you. And well, what can I say other than "use 3H so that it won't whiff"? I think that while it's use is limited to few instances, it does great in them. I can't imagine Faust matchup without 2/3H.

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