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Posted

6P>c.S>2369K works on those characters. I know on heavies that you have to end at 2 seals (unless someone knows somethin I dont) but that's more than enough vs those characters

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Posted

Was playing some matches and ran into a teching problem.  Only tried on Elphelt and Zato for now but

 

2K 5H(2) 1H 236H is fine

crossover 236K 2K 5H(2) 1H 236H is techable unless you delay the 236H or change the number of hits in the combo

 

Most of the time people don't get hit by 236K though.  

Posted

The thing that bothers me about it is I don't understand why it happens.

 

2K 5H(2) 1H 236H

OK!

2369K 2K 5H(2) 1H 236H

NOT OK!

2369K 2P2K 5H(2) 1H 236H

OK! 

 

It doesn't make any sense to me.  

Posted

Did you try to see if you could pick up the combo with 2P? The teching is really weird, and with some combos I've had to use that weird non-KD hitstun to link 2P afterwards

Posted

Nah I didn't try.  I'll mess with it more next time I play.  Wonder what other unfortunate teching spots I'll run into :P

Posted

The thing that bothers me about it is I don't understand why it happens.

 

2K 5H(2) 1H 236H

OK!

2369K 2K 5H(2) 1H 236H

NOT OK!

2369K 2P2K 5H(2) 1H 236H

OK! 

 

It doesn't make any sense to me.  

 

In this specific case, the first combo may have too much hitstun to allow the opponent to tech. The latter case is where the opponent is hit by a Task C with good conditions that never allowed a tech (good fall rate and weight combined withTask C height). The middle happens to be a case where you have just the right amount of hitstun to allow a tech, but it's not far enough in the combo to achieve a fall rate as the latter combo.

 

 

 

I read earlier that you were having issues with Task C not ensuring a hard knockdown. I think you already know why it may not cause one, but for those who are unaware I'll just elaborate:

 

Task C hits thrice. The last two hits are close to eachother near the end (one hit for bedman landing and one hit for the shockwave). The 1.1 patch made it that if the hits are close together, the hard knockdown is ensured (as opposed to pre-patch where we had to hit the opponent higher with Task C to separate the last two hits so the third hit doesn't otg anymore). There's still the extreme case of the opponent falling too fast (way too far into a combo) and the third hit still otgs (Example is doing a double Task C combo on May after a throw).

 

I was also having troubles with this against Potemkin and was getting annoyed how he would tech forward out of Task C and I would get hit by his jHS early on in a combo.

Posted
What are some good attacks to do to "cover all the gaps" during Deja Vus?
 
Like, what attacks do people use during Deja Vus?
Posted

 

What are some good attacks to do to "cover all the gaps" during Deja Vus?
 
Like, what attacks do people use during Deja Vus?

 

 

Kind of hard to say. since most of these are circumstance based.

 

Task A DV has a long time between the first and second hit of the ball so it's usually combined with a block string (such as c.S, fS, 2S, 2H) into another DV (preferrably Task B DV). That's a string that is generally tight and the only option the opponent has is to FD it to get out of the blockstring early.

 

Task B DV doesn't isn't active for very long, but it's fast.

 

Task C DV has a good hitbox but on its way down, the opponent can avoid it. Sticking out a normal to force the opponent to block between the Task C 1st and 2nd hit is preferrable. Any normal or Task A should work.

 

These are just some examples. While it's important to cover as many angles of approaches as possible, DVs themselves already do a good job of that. Bedman should be focusing more on the pressure while the DV holds them in place, and not the other way around.

Posted

So how do you guys think Bedman is doing after 1.1? Is he good? Is he bad? For some japanese players he might be secret s tier, on the other side he's pretty much at the bottom on fab's tier list:

http://www.dustloop.com/forums/index.php/topic/9544-xrd-tier-discussion/

I'm not sure. At first he can be pretty tricky to deal with, but i think he becomes bad when people figured him out and feel comfortable in the bedman mu. Neutral can be tough, because he feels kinda slow, even with his walkspeed (which is pretty good close for tick throws) and his ground normals are slow / have no range / are risky (note: ofc 6p is godlike). Somehow i get always stuffed out of j.p j.s, which should be pretty great air normals. You need 1 confirm to get started, and even then flight is slow, so my locals are used to his high/low mixup even with feint j.hs. You can jab / grab / jump out of his 6hs. He can't hold against good zoners, because his head projectile disappears on block. Hemijack IS NOT viable. Dunno but the requirements are hard to get. You can only use it in the corner + you must have 75% meter.

 

What's your opinion? I would like to hear it :)

Posted

Hello bedbros

 

Does anyone know the name of this Bedman player? He is supposed to be the 9th best player at the Japanese arcades, but I don't know japanese so I don't know how is he named.

 

Also, what are the best bedman players at the moment? I only know Mun, Tsubu and Mitsuru, but it seems Mitsuru hasn't played GG for a long time.

Posted

Hello bedbros

 

Does anyone know the name of this Bedman player? He is supposed to be the 9th best player at the Japanese arcades, but I don't know japanese so I don't know how is he named.

 

Also, what are the best bedman players at the moment? I only know Mun, Tsubu and Mitsuru, but it seems Mitsuru hasn't played GG for a long time.

 

Probably Sabamiso, who was a 17th dan Bedman a few weeks ago !

 

As for the best Bedmans, can't really say, there are those one and Chou, and probably others that we just don't see because they're not streamed or stuff !

Posted

Does Bedman's backdash have less travel distance now?  Someone mentioned it to me and I'm looking at it now.  It could just be my imagination but I think he's right, it looks shorter than before.  What do you guys think?

Posted

I havnt really noticed honestly. I hope not, because its invul to recovery ratio makes it bot very good as a super defensive backdash and more of a neutral one.

Also, since I brought it up earlier, I felt I should get some opinions. Do you guys think airdash FD cancel air grabs are a legit way to punish jumpouts of airdash pressure or is it more of a gimmick?

Posted

I havnt really noticed honestly. I hope not, because its invul to recovery ratio makes it bot very good as a super defensive backdash and more of a neutral one.

Also, since I brought it up earlier, I felt I should get some opinions. Do you guys think airdash FD cancel air grabs are a legit way to punish jumpouts of airdash pressure or is it more of a gimmick?

 

it sounds legit.

Posted

Ok. I guess you could OS it with any normal anyway, so unless they just have entirely better buttons it'd work until they start relying on airgrabs themselves, but then that's something you can punish.

Posted

Pretty cool tech trap I got to work multiple times today. If you manage to hit someone trying to poke you out of air task A fron close range, forward float FD cancel grab seems to snag them if they tech. Since you get a KD if you confirm into task B, air grab, or if they land, seems like teching a close range air task A is pretty risky.

Just used it today though, so faults are bound to show up

Posted

Hey, does moving in 7/8/9 directions with the command movement require you to press: 8 (to jump) + 8 (to stop in mid-air) + double tap into 7/8/9 -direction to move, or is it just my stick? Moving in 4/1/2/3/5 works with just one tap (8+8+direction).

Posted

So, after going to a local tournament, I really was trying to force myself to use airdash FDC. Is this as good as it feels? Cuz holy shit, at one point during the casual time, I just challenged myself on seeing if I could win only getting air dunks. Which is amazing.

Posted

So, after going to a local tournament, I really was trying to force myself to use airdash FDC. Is this as good as it feels? Cuz holy shit, at one point during the casual time, I just challenged myself on seeing if I could win only getting air dunks. Which is amazing.

Imo it's a complete gamechanger for Bedman. While not the go-to option, it makes all our air options potentially safe. Just to bring up one of the worst (if not THE worst) matchup for Bedman - Sol. I don't know how it'll work against top level Sol players, but from my exp it can be easily used to bait and punish VV. Against better players, at least it makes us safe from AA 5K. Not to mention if bait doesn't work we can easily transition into throw, especially after ADDF.

Posted

I feel Bedman can have a lot of personal bad MUs cuz HSVV and his damage is the only thing I find that give us a hard time. Oh, and that he can consistently WT you out of helios.

My worst MUs are El and Millia. El feels worse for me than in 1.1 because of buffed sniper and is my worst MU. Maybe the reason why I dont find Sol so hard is because there's not many Sol's online who can consistently just wreck my face

Posted

What you said makes a lot of sense. Personally I only played against two decent millias and both of them, while strong (Hi Rele!), always felt like an honest MU. Ofc I'm not really suggesting that Sol wrecks Bedman free or anything of the sort, but that 5K and VV used to be serious obstacles to overcome. Thanks to more air FD options, right now they're just tools that expand the mindgames.

Posted

I forgot about his 5K... lol.

Maybe it just depends on your mindset when deciding if a MU is good or bad with Bedman. Millia and El have better straight up rushdown than us (and I'd argue El has better zoning and keepaway xD) and I tend to over extend myself trying to go in. I guess if you play the game right, any of Bedman's MUs can be 5:5. Cuz they dont feel too lopsided with his pros and cons.

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