sylintasassyn Posted March 18, 2015 Posted March 18, 2015 Truthfully, you would need to worry about Jan if you ever played him in tournament considering he has some Bedman experience (we play a lot). Lol Even if the match is in Bedman's favor, you must be prepared at all times.
NecroTheReaper Posted March 19, 2015 Posted March 19, 2015 Playing a low tier character is no reason to disrespect a good player. I bet if you were to never let a Millia player hit you with high-low, they'd think you were a god even if you dont have a strong offense. Back to some oki setups, here are a few safejumps that I use: j.S>2K j.S>pause>grab j.S>land>j.D j.S>land>6H j.S>j.236P j.P>grab Also, anyone ever seen anyone use tk task A yrc (before projectile) to set up instant high-low mixups beyond just instant j.D?
rubedo777 Posted March 19, 2015 Posted March 19, 2015 Also, anyone ever seen anyone use tk task A yrc (before projectile) to set up instant high-low mixups beyond just instant j.D? Â They aren't instant at all since you have more than enough time to block after the flash, but I do use it to do jS into airdash jS.
Jocelot Posted March 21, 2015 Posted March 21, 2015 https://youtu.be/W0jtyS9Zg7I?t=6m26s  A little bit of 1.10 Bedman featuring Abe (never heard of him).  Goes against El and it seems the matchup is rough as ever, but you see a bit of the use of the JC 1/2/3 HS. Also is it just me or does j.236HS fall a bit faster? I dunno.Â
NecroTheReaper Posted March 21, 2015 Posted March 21, 2015 I didnt mean instant in the sense of <13f more than I meant it in the sense that it immediately sets you up for either a falling air normal or land>2K. Anyway, with new footage, seems like we did get some nice new confirms and pressure options since we can indeed jc 1/2/3HS on block. I also saw 1HS>sj.S>9j.P>j.S>j.236HS on stream which dropped, but I'm gonna be hopeful and assume its a real combo that was just dropped. Did not see j.S>j.P at all, so I hope that people just forgot
daymendou Posted March 22, 2015 Posted March 22, 2015 20 minutes of 1.1 Shu, use a Nico redirector if you don't have an account. Goes by Siu on Twitter He has older vids here  Vs Sin http://www.nicovideo.jp/watch/sm25842990  Vs Leo http://www.nicovideo.jp/watch/sm25853194   Edit: Some Bedman in the first half of this video  https://www.youtube.com/watch?v=4jDyOTWnsvc
rubedo777 Posted March 22, 2015 Posted March 22, 2015 Shu is a beast, my favourite Bedman alongside Tsubu. Â In the Sin match, 8:28, why did his dp whiff against TK ball?
NecroTheReaper Posted March 22, 2015 Posted March 22, 2015 6HS looks the same to me, anyone else think that 30f startup nerf got removed?
rubedo777 Posted March 22, 2015 Posted March 22, 2015 6HS looks the same to me, anyone else think that 30f startup nerf got removed? Â That's one of the things I immediately noticed when he did 6H...it doesn't look slower.
NecroTheReaper Posted March 23, 2015 Posted March 23, 2015 Thought so. As for sin's dp wiffing, I'm assuming that the bounce back after doing tk task A pushed him just outside Sin's dp range. Its not that big to begin with so I dont doubt that moving a tiny bit back makes it wiff
WonderTonic Posted March 23, 2015 Posted March 23, 2015 Not sure if this has been mentioned, but at 4:32 in that Bed vs. Leo video, Shu does a point blank TK Task A' that gets blitzshielded, and Bedman is unaffected. Â So im guessing blitzshielding task A' does not affect Bedman at any range unlike other close ranged projectiles. Â That is unless they reverted that change to blitzshielding close projectiles entirely
NecroTheReaper Posted March 23, 2015 Posted March 23, 2015 Thats definitely good. Maybe its because there's some technical BS in the teleport effect that counts as invincibility so we dont get rejected? Idk, but this was a big concern of mine. Glad to know it doesnt kill task A' oki. Now that we have confirmation of jump cancels though, do you guys think 2HS oki will be good?
GKHiryu Posted March 23, 2015 Posted March 23, 2015 I think it's as simple as BS reject not hitting Bedman when he teleports. Probably BS hit is 1F long and since Bedman disappears from the screen completely he's safe even though he's technically in range. Form Shu's matches I've seen so far I conclude that Bedman is now fixed for the most part, could not have been happier. Hell, I wonder how much damage can we get out of 3H hit. I've seen 3H > jc > j.3P connect as redbeat. Anyone saw any matches with successful Deja Vu Task C hit? It was supposed to not knock down, which would greatly improve DVC as oki tool.
sterkenburger Posted March 23, 2015 Posted March 23, 2015 Our f.S gonna be jump cancelalble in 1.1 ... This gonna help quite a bit. I don't know about 3H but you can probably get something out of it , 2H is confirmed to be combo able even on normal hit though. I've seen 2H > j.S > Task B
Jocelot Posted March 23, 2015 Posted March 23, 2015 Anyone saw any matches with successful Deja Vu Task C hit? It was supposed to not knock down, which would greatly improve DVC as oki tool. H'yeah, I was wondering about that too
NecroTheReaper Posted March 23, 2015 Posted March 23, 2015 Our f.S gonna be jump cancelalble in 1.1 ... This gonna help quite a bit. I don't know about 3H but you can probably get something out of it , 2H is confirmed to be combo able even on normal hit though. I've seen 2H > j.S > Task B f.S is already jump cancellable. What's your preferred DV seal in neutral after throwin a task A? Task B is easily spammable and fast, but task C is huge
Blade Posted March 24, 2015 Posted March 24, 2015 Can someone please give me some tips and pointers on how to deal with neutral situations or when opponents IAD at me? Â I am terrible at using Bedman's 6P as I don't really know what I can do with it or what other anti-airs he has. Â I've been dealing with a lot of aggressive players who mash j.P a lot or do very tight guard strings that I can't seem to get out of. Â Just some good ways to get out of pressure or jump attacks in to a quick combo would help. Â I end up getting stuck blocking on the ground a lot with people jumping at me.
NecroTheReaper Posted March 24, 2015 Posted March 24, 2015 I understand the difficulty of using a 6P as an AA. 5P, j.P+HS (grab OS), and sometimes j.236S (careful here) can deal with people who like to dash recklessly. Also, typically IAD pressure has at least a 5f gap, so you could try dashing into it. Just be careful on the spacing and what they're doing cuz it wont mean much if they grab you
rubedo777 Posted March 24, 2015 Posted March 24, 2015 Can someone please give me some tips and pointers on how to deal with neutral situations or when opponents IAD at me? Â I am terrible at using Bedman's 6P as I don't really know what I can do with it or what other anti-airs he has. Â I've been dealing with a lot of aggressive players who mash j.P a lot or do very tight guard strings that I can't seem to get out of. Â Just some good ways to get out of pressure or jump attacks in to a quick combo would help. Â I end up getting stuck blocking on the ground a lot with people jumping at me. Â Bedman's 6P is very good, so I have to stress the importance of it...
GKHiryu Posted March 24, 2015 Posted March 24, 2015 Can someone please give me some tips and pointers on how to deal with neutral situations or when opponents IAD at me?  I am terrible at using Bedman's 6P as I don't really know what I can do with it or what other anti-airs he has.  I've been dealing with a lot of aggressive players who mash j.P a lot or do very tight guard strings that I can't seem to get out of.  Just some good ways to get out of pressure or jump attacks in to a quick combo would help.  I end up getting stuck blocking on the ground a lot with people jumping at me. You have a few options against IAD happy opponents as Bedman. On reaction, 6P Is ofc the go-to move. Record CPU doing different height airdashes and try to react to them with AA 6P. Practice makes perfect. Another very good move is j.S, if you know the range you can react to airdashing opponent with j.S > 236S and start your offense, or go the safest route with j.S > 236P and still get a lot out of that. 5P isn't too good against air dashes, it's more of an anti jump in tool. I'd wager j.P is better if we want to talk P-normals. If you feel like going balls deep and giving your opponent a scare you can do raw 236H. In theory 6P > 236H is always better with upper body inv and all, but since 236H travels fast and high it's not that bad of an option. Plus it does make for a good deterrent and sets up some mind games. As for blockstrings and quick combos. I'd say just practice patience. Bedman has very few defensive options and more often than not you will have to block a long streak of attacks before doing something becomes a good option. That said remember that you have an awesome tool in your dash. Actually playing against aggressive player is advantageous for Bedman. You can wait for them to try to continue pressure after they ran out of range or frame advantage and own them with your dash. Remember that Bedman's dash is an amazing tool at any range, and that you can YRC it to essentially get an unpunishable command guard point.
sterkenburger Posted March 24, 2015 Posted March 24, 2015 f.S is already jump cancellable. Â Eh no it isn't. It was only added in 1.1 i think.
Zephyrion22 Posted March 24, 2015 Posted March 24, 2015 Eh no it isn't. It was only added in 1.1 i think. Â checked, and f.S is already Jcable, only 2HS got a jump cancel option if I remember correctly
NecroTheReaper Posted March 24, 2015 Posted March 24, 2015 Eh no it isn't. It was only added in 1.1 i think. f.S>886>air string has been a thing for a quite a while, as well as f.S>tk task A. Dunno how you missed f.S jump cancel since its integral to some combos
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