Jump to content
Dustloop Forums

Recommended Posts

Posted

I wouldn't go as far as saying all BE's matchups can be 5:5, we obviously have some weak sides to compensate for (speed in general imo). However, I get the feeling playing Bedman that he's very player dependant and a rather flexible character. Just switch/adjust playstyle to opponent and wreck him. Cause that's the easy part ;)

 

I won't argue about El much, but I still feel much better about the MU since 1.1 dropped.

  • Replies 1.1k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Then go post some secrets in the MU thread, cuz she's killin me xD

This is really pointless info, but it did happen in a real, offline match for me ONE time and its hilarious. You can airdash into grab several character's backdashes. The easiest ones all happen to be the male characters (thanks Arcsys xD)

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.

 

I experimented with this, albeit only in training room.

 

It seems incredibly convoluted and difficult to get air grabs with. I assume the inputs is:

 

jump, air dash, immediately FD opposite direction, then attempt throw (preferably option select it with a different button).

 

If there's a trick to doing it, that would be helpful because if my inputs are not clean, I get a lot of weird unintentional things happening.

 

Also off of a normal jump, it doesn't seem good, are you attempting this more off of super jump height?

Posted

The inputs are all correct. I think it should be possible to do it from either a super or regular jump. However, the ease all depends on the backdash. Chipp had the easiest one imo because it lasts for a long time and has little invul.

Like I said, by all rights its kinda pointless knowledge xD

Posted

The inputs are all correct. I think it should be possible to do it from either a super or regular jump. However, the ease all depends on the backdash. Chipp had the easiest one imo because it lasts for a long time and has little invul.

Like I said, by all rights its kinda pointless knowledge xD

 

backdash? How is that relevant to getting an air throw with this?

 

In fact, why would I want to air throw while air dashing as opposed to throwing out a jP, jK, or jS, which all have a lot of uses with generally little consequences. In most cases, I think one would prefer to attack even if air throw is a possible option?

Posted

I think he's talking about air throwing Chipp's backdash somehow. Air throw reward is so low though (no combo or DV setup) I think hitting a normal into a combo would be preferable for a backdash catch.

Posted

I did say it was literally nearly pointless info, don't get mad at me if you thought I was sayin otherwise xD.

I only figured it out though because I was crash coursing myself on air throw and airdash>air throw (you can beat a lot of a2as that are already past most of their startup with this). Plud, Bedman's air grab looks badass. What's more hype than ending a round with a bed dunking you?

Posted

I did say it was literally nearly pointless info, don't get mad at me if you thought I was sayin otherwise xD.

I only figured it out though because I was crash coursing myself on air throw and airdash>air throw (you can beat a lot of a2as that are already past most of their startup with this). Plud, Bedman's air grab looks badass. What's more hype than ending a round with a bed dunking you?

 

I wasn't trying to roast you. I was asking because I legit don't know the answers exactly myself. Air throws in this game have some good properties but landing them is super weird and inconsistent sometimes. Also I don't know the Bedman's air throw range very well and how it compares to his normals. I'm willing to say it's almost around jP range if not shorter, but the vertical hitbox of his airthrow confuses me.

Posted

just pointing out a few air throw rules :

 

-you can't throw during an airdash, hence the reason 8 way dash FD cancel is a good addition to Bedman's game, even if it's finnicky to use : it means he can kinda throw people while retaining his mobility. Also airthrows have distinct over other air normals since they are 0f, and lead to a solid and exploitable knockdown, which is not always the case with Bedman's air combos because of how unstable they are.

- air throws catch range are finnicky and depend on your character, but they all catch people right around torso/shoulder level,whether they are in front of you or behind you. So if you want to airthrow them reliably, you have to be sure they aren't any lower than the vertical range at which they work : Bedman's airthow range is a bit less than average, but still catches from quite far horizontally (j.P 's max range minus an inch)

 

So ultimately, as long as you mind the fact they are above you, it's a good option, especially since j.S is a bit slow and all of his other air normals go below him. once you get a hang of air throw range it becomes a lot more dangerous to play the air game against Bedman !

Posted

According to the frame data, Bedman is tied for the largest air grab range in the game. I wont say if that's actually good or not because of how weird the air throw ranges are listed as, but I honestly havnt had any issue air grabbing people with it.

Posted

Yea I've felt that his grab range is pretty nice.  I think the general rule of thumb i follow is only go for air throw if your opponent is same elevation or higher than you. 

Posted

Double post*

 

GGs Necro.  Had a lot of fun fighting you.  I'm jacking your entire throw game just to let you know =).  If my j.S gets FDC thrown one more time... lmao.  I know what ill be messing with the rest of the night now.

Posted

Its GOOOD. ACCEPT IT xD

Ggs though. I was able to stand a mirror because it was someone I know.

Also, another thing that makes airdash>FD airgrab veeery good is because it nearly auto IB's for you. And air IBing means an air throw, and that means you get to start your offense out of their pressure.

Posted

you gotta post a replay one of these days to show its true power lol I tried doing it and it never works for me =(

Posted

Okay, I think I'm about ready to join in actual Bed discussion now that I'm caught up on this character (kinda). Been compiling everything I've read so far from this thread into my google document (https://docs.google.com/document/d/1JfrLhHWjPJdmuy0r-aFKeOEm9_7fEusgt2aKqRDc8U0/edit?usp=sharing).

Anyway, the hot topic for this week is proximity OS. Anyone got any ideas as to how this can be useful for Bedman? Only thing I can think of is walking around OSing Helios super during footsies. But thats obviously a little too silly.

Posted

Our specials arent meant for stuff like that sadly :/. The only one with any kind of special property is task C, and it goes airborn on frame 9, so not very useful when fighting 9f pokes. If it worked with our dash, that'd be a different story, but our dash is a dash lol.

Posted

Yeah I dunno what would be a good use for it with Bedman.  I hope it gets patched out soon though it sounds pretty dumb.  

 

The google doc looks good Rikir I think that would be helpful for reference and for new players especially.  I see you did a safejump video too, pretty cool.  About safejumps, I only started using some recently.  Here are a couple to play with if you don't know them, and timing will change based on their wakeup speed.  

 

From 236S 

> 981 j.S

 

From throw or 2D

> superjump forward to 83 j.S

 

The superjump one is pretty easy on some characters not so easy on others.  Also throw is face up and 2D is face down so need to take that into account.  If they standing block the j.S you can turn it into j.SP string.

Posted

I honestly doubt this is going to be fixed any time soon, if at all. I only think this since it's because of the current system they have in place. As per the usual when it comes to games in general, if they go in to try and fix this then odds are another hole will open up somewhere unwanted. I have a feeling that ASW will let it rock (heh) and try to find a way to fix it if it seems too broken, like how they handled Kokonoe in BB.

Putting this back on topic though: I've been in practice for a good hour trying out all of his moves in differing situations, but I can't find a good use for the OS tech for Bedman. You can maybe use it to wakeup Sinusoidal Helios safely, but that's the only reasonable option i've found with him since he has a lack of invincibility on everything.

 

Edit: actually, does Bedman have I.Frames on Task C? I'm not the best with reading frame data to tell. Experience tells me no, but I might be wrong or just using it poorly outside of combos.

Posted

@TagAnarchy

Well reason I made the patch comment is cause they did get rid of the YRC OS vs Bursting thing, so maybe they will get rid of this later.  

@Rikir

In the vid you say if they safejump they can block the overdrive, but I think if they safejump and you do overdrive they will be able to grab you.  

Posted

@TagAnarchy

Well reason I made the patch comment is cause they did get rid of the YRC OS vs Bursting thing, so maybe they will get rid of this later.  

@Rikir

In the vid you say if they safejump they can block the overdrive, but I think if they safejump and you do overdrive they will be able to grab you.  

Yes I realized that after my friend mentioned it to me, oops.

Posted

Okay, I think I'm about ready to join in actual Bed discussion now that I'm caught up on this character (kinda). Been compiling everything I've read so far from this thread into my google document (https://docs.google.com/document/d/1JfrLhHWjPJdmuy0r-aFKeOEm9_7fEusgt2aKqRDc8U0/edit?usp=sharing).

Anyway, the hot topic for this week is proximity OS. Anyone got any ideas as to how this can be useful for Bedman? Only thing I can think of is walking around OSing Helios super during footsies. But thats obviously a little too silly.

Got one!

 

Requires 50% Tension: After you hit the second hit of 5hs you can reset your blockstring or frame trap people with 2D, j.hs, specials, deja vu's etc. Well IF you have 50% you can OS, after 5hs has recovered, Helios and go for 2k. This wont work against characters with 4f start up normals, because 5hs is -4f on block (Sol's 5k, Ram 4p, Chipp 5p, I-No 5p, El's 2p, Potbuster ~_~).

Edit: Well this OS isen't really great now that i'm thinking twice about it. People can throw you out of helios. Well it's something.

Posted

I'd seriously like to see how this Revelator 5D dash cancel can be implemented by Bedman.  Next time the opportunity presents itself, please do give it a try guys.

 

I'm not so good at using his 6H in corner Dust Dash Combos, so just some discussion on it would be cool.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...