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Posted


Yeah same reason you can't use Deja Vu Task B and C at the same time. The lockdown would be to damn good. There needs to be some holes.



Someone tell that to Zato.

But yeah, I've been working on specifically this for half a month and there's nothing I find that can turn it into a guaranteed unblockable. Maybe that dropped speed buff to Hemi Jack from the 1.1 loc tests might be helped, but who knows.

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Posted (edited)

You're right regarding the Task B and Task C DV, but I do feel like there's a way to get Hemi-Jack out with 75 tension and can still get a meaty 2S or 2H on time.

Any string in 2D > Hemijack >Yrc > 2s or 2hs isen't meaty?

 

Someone tell that to Zato.

 

But yeah, I've been working on specifically this for half a month and there's nothing I find that can turn it into a guaranteed unblockable. Maybe that dropped speed buff to Hemi Jack from the 1.1 loc tests might be helped, but who knows.

 

 

Well here's a really specific one:
When you get knockdown by 2d or 2/3hs you can use a well spaced Task A' Seal which barely hits when you summoned Hemi Jack. You gonna teleport and will be +.

Edited by Mefistopheles
Posted

I use that a lot. It gets you up close and is both plus and invincible for a few frames, but it doesn't really help in the locking down of the opponent.

Hemi Jack may come out, but there's no guaranteed way to land it. This is especially if the opponent knows this and disrespects your setup or throws you for being too close.

Posted


Someone tell that to Zato.



But yeah, I've been working on specifically this for half a month and there's nothing I find that can turn it into a guaranteed unblockable. Maybe that dropped speed buff to Hemi Jack from the 1.1 loc tests might be helped, but who knows.


 

I have a guaranteed Hemi-Jack combo with 100% tension and off of 5D.

 

Sequence is 5D, forward homing dash, cS, fS, Hemi-Jack, RC, cS, 5H (2), 1H, Task C. Then forward dash a little away to push opponent into Hemi-Jack while avoiding wake-up throw and reversal options.

 

On bigger characters, you will have to cut the cS combo short to avoid having Hemi-jack OTG. cS, 5H (1), 1H, Task C should work.

Posted

I have a guaranteed Hemi-Jack combo with 100% tension and off of 5D.

 

Sequence is 5D, forward homing dash, cS, fS, Hemi-Jack, RC, cS, 5H (2), 1H, Task C. Then forward dash a little away to push opponent into Hemi-Jack while avoiding wake-up throw and reversal options.

 

On bigger characters, you will have to cut the cS combo short to avoid having Hemi-jack OTG. cS, 5H (1), 1H, Task C should work.

can you demonstrate in a video?

Posted

can you demonstrate in a video?

I have potatoes for recording equipment, but let me try my PS4 recording features and see if that could work later tonight.

Posted

Also note that this 5D set-up is impractical for the most part as it demands these things:

- Opponent is cornered and that you land 5D on them (not too bad of a requirement since DV can obscure vision on 5D. Also 5D can catch people off guard especially if you haven't done it frequently yet).

- 100 tension. This is the big one.

- Opponent lacks burst.

 

It's mostly a good option if you landed gold burst somehow lol.

Posted

New to Bedman. I'm trying to learn as much as I can about the guy. I can't believe the game has been out this long and I never realized how much I absolutely love this character. The pressure and mixups he has are un-fucking-believable. I'm just having a hard time establishing a solid way to play him. Once I get my opponents locked down it's smooth sailing from there, but I find myself time and time again having trouble getting pressure off of me and spacing myself correctly. I think my biggest struggle with the character is understanding how to move around with him. 

Anyway, alongside any kind of useful advice you guys could spare, I have a few specific questions about him.

 

1.What do I anti-air with?

2.How do I get pressure off of me without wasting a Burst?

3. I feel like I can do more off of 8HS. Usually I'll just cancel into 236S, but that doesn't seem like the most damaging option. 

4. Is there any possible way to combo into Hemi Jack? Should I even bother using it?

Posted

Your goal in neutral should be to throw Task A out, so you can move in. But pay attention to your opponent and react correct. You shouln't jump much as well, because every normal will anti air you.

1. 6P, 5P, j.p, j.s, airthrow
2. Backdash is the easy one. The most important thing is to know the blockstrings of each character, and which move you have to instant block to create big holes in their pressure, so you can either jump out, mash, or dash in.

3. 8hs? do you mean 2/3hs? You can do a full air combo, which doesn't give oki or superjump > dash forward > j.p > j.s > land >236hs
4. There are some expensive setups for 75% or more in the corner or even midscreen. But these are to rare to use. Get first Bedman's basics down.
 

Posted

He might mean j.HS, and on ground hit, you get good combos.  On air hit though, (hopefully this happens against an attempted jumpout, cuz j.HS is NOT an A2A), yeah, 236S is all you can do unless its part of a combo (ie, j.HS>task A return>j.236HS)

Posted

Yeah, I should've just typed j.HS. That's what I meant. The multi-hit air normal. Seems like a really useful tool but I have trouble safely throwing it out.

 

Thanks for the advice, guys. 

Posted

Oh i see. J.hs main purpose is for oki. By timing it differently you'll get different amounts of hits, so it's gettting tricky to block.

 

Posted

Hey Guys trying to get into Bedman 

What Main things do I need to Learn/ Understand to at least know what im doing

That's a pretty broad question.  Look through his wiki page if you haven't already:  http://www.dustloop.com/wiki/index.php?title=GGXRD/Bedman

Make sure you know what his moves are and what they do.  Get used to his movement.  Learn some basic combos.  

Posted

Sorry I meant like things that would make a good bedman to a great bedman

 

Your question is still mad vague, but I'll try.

Going from Beginner -> Good You'll need:

 - Distance awareness on when 5H will hit twice or not. Combos that involve double hitting 5H will lead into Bedman's stronger combos, but if the opponent is too far, you need to either cancel to 2D, Task B, or 2H (2H will work if the opponent is quite far or cornered).

- Simple DejaVu mix-ups. Learn your tri jump and empty air dash lows after knockdowns. 6H is good.

- RC combos.

- Good use of 6P.

- Corner throw combos.

- Basic idea of using dejavus during your string.

- Solid and comfortable air dash movement.

 

Going from Good -> Great You'll need

- Awareness when opponent is crouching to use the fS, 2S, 2H to combo, or to use the 5H(1), 2H when they are far away.

- FD canceling your air dash to allow auto correct cross-ups, air throw resets, and fast fall without using an air normal.

- Using Task A in neutral to set-up Task B DV safely.

- Double Seal corner throw combos and a lot of elaborate Red RC and YRC set-ups.

- Using 1H/2H/3H wisely to punish or pressure opponent from afar with little rate of whiffing.

- Very solid MU foundation.

- Learning the most optimal combos on different characters.

 

Posted

Your question is still mad vague, but I'll try.

Going from Beginner -> Good You'll need:

 - Distance awareness on when 5H will hit twice or not. Combos that involve double hitting 5H will lead into Bedman's stronger combos, but if the opponent is too far, you need to either cancel to 2D, Task B, or 2H (2H will work if the opponent is quite far or cornered).

- Simple DejaVu mix-ups. Learn your tri jump and empty air dash lows after knockdowns. 6H is good.

- RC combos.

- Good use of 6P.

- Corner throw combos.

- Basic idea of using dejavus during your string.

- Solid and comfortable air dash movement.

 

Going from Good -> Great You'll need

- Awareness when opponent is crouching to use the fS, 2S, 2H to combo, or to use the 5H(1), 2H when they are far away.

- FD canceling your air dash to allow auto correct cross-ups, air throw resets, and fast fall without using an air normal.

- Using Task A in neutral to set-up Task B DV safely.

- Double Seal corner throw combos and a lot of elaborate Red RC and YRC set-ups.

- Using 1H/2H/3H wisely to punish or pressure opponent from afar with little rate of whiffing.

- Very solid MU foundation.

- Learning the most optimal combos on different characters.

 

That's exactly what i meant thank you lol

Posted

As just a broad statement for the whole game, get use to air grab ranges, because Bedman's is effing huge.  Air grabs are already good AA options (1f startup, gives knockdown), so when your air grab range is the biggest in the game, dont discount it.  You can also combine it with air FD'ing to steal a soul if you've read your opponent well enough.

 

I emphasize Bedman's air grab a lot, I know. And it may not give the best oki, but cmon... DUNKS!

Posted

Air FD into airgrab is probably my most -wrongly- abused neutral tools, and the one I condone disrespecting with.  In some MU's, it becomes a much safer approach option by either air FDing to landing or trying to read them and air FD to grab

Posted

Air FD into airgrab is probably my most -wrongly- abused neutral tools, and the one I condone disrespecting with.  In some MU's, it becomes a much safer approach option by either air FDing to landing or trying to read them and air FD to grab

u mean milia/ chip mu ? 
anyway  i had  one question. is this Air FD thing still available in revelator or not ?

 

Posted

u mean milia/ chip mu ? anyway  i had  one question. is this Air FD thing still available in revelator or not ?
 

I've seen it used in Revelator vids.  Bedman seems unchanged from what I can tell.

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