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Posted

It has a distance and timing requirement.  You should typically be within c.S range from what I've seen and do the FD cancel when you're directly over their head.  At least thats when I've gotten it to work

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Posted

How do you input 886 fd j.k crossup? I can't seem to do it fast enough :/

You need to super jump to get the turn around.

When you FD is important.

Bedman's air dash seems to start fast then slow down at the very end.

If you FD early, Bedman moves very quickly out of the dash but if you FD late, Bedman keeps his slow movement.

If you FD too early you won't go far enough. If you FD a bit later you'll cross up really quick. If you FD really late you'll either cross up rather slowly or not make it at all.

 

I don't know if this makes sense but yeah... be aware of the dash speed at different distances and make sure you super jump.

Posted

Discuss:

I think we can natural implement this after 5H > 1H > air combo > j.236h > helios in the corner. We just need to time the air deja vu task c right.

Posted

Yea looks like it could be a decent set up, but unlike Zato's version of this, you can be thrown out of it if they time it right.  I made a clip using the setup you mentioned

You can follow up the 6H with Task C for another oki situation.

 

 

Posted (edited)

You should always go for throw os with c.s and do a bigger combo + i think you'll get with 6hs > 236hs a bad placed task c deja vu seal in the corner, which only does 1 hit on vertical hit.

 

Good job on the video tho! Thx Wondertonic!

Edited by Mefistopheles
forgot something
Posted (edited)

 Yea that makes sense.  The only thing you have to be aware of is if they manage to backdash. I think all backdashes will avoid the seal.  Im not sure if they can throw you from a c5s whiff though. 

 

This isn' tmuch, but I've been messing around with crossup 214h lately (Task C knockdown, walk, 214h, jump over opponent) The timing is dependent on character wake up in order to hit them crouch blocking.  I decided to put it to use for some Hemi Jack stuff.  Not all of these are solid, but I was messing around with different situations (burst/DA safety, etc) I have been using the first midscreen clip and the last corner string to some success in matches.  I forgot that DV seals help Bedman to negate pushback with hes being block in conjunction with the seals.  It allows some good pressure for hemi.  I'm thinking maybe you folks can improve on this a bit.

EDIT: Also note, that opponents won't get hit by the cross-up even when timed right if they do a crouching normal immediately during wake up, and in some cases simply holding down forward can cause it to whiff on some chars.  In the video I am holding downback against the recording.

 

Edited by WonderTonic
  • 1 month later...
Posted

I use it, but +6 isnt enough a lot of times because of how short ranged it is with how much pushback it has.  You either have to space it so that throws wiff but followups are hard or OR you can get thrown but are close enough for followups.  Typically I use dust in DV B YRC mixups since it gets you a good corner carry combo midscreen and triple seals in the corner.

  • 2 weeks later...
Posted

Hello fellow bedman players, im looking to level up my bedman game, we all now bedman has a lot of setups, I was wondering which setups everyone is having most success with, i mean like a setups you often use and people fall for it, for me is the following:

MIDSCREEN:

-After Task B: 25% tension --> déjà vu task B YRC -->jump forward (cross-up)

-After Task C: déjà vu task c --> cross up 6H

                                                  --> do nothing (blitz shield bait)

                                                    --> air task A’ (if opponent is far)

-After Throw: 50% tension --> TK task B then instant overhead

CORNER:

-After Task C: déjà vu task c --> jump back air task A’

                                              --> jump back delayed air task A’ (for shoryuken characters)                                         

These setups works the most for me, very basic, but enough to confuse the opponent.

Posted

^ one of my favorites (and no doubt the scumbaggiest) is: in the corner after task c kd you can do 214hs (the ascending hit whiffs) > walk forward & throw them before the second hit connects, works well after you've done some meaty okis and people want to block :p

Posted

After 2D: - Safejump or empty jump low -------> 2p into throw or j.d or 2p into 6h
               - Air Task A Yrc > flight j.h > task b > you're gonna land in front or behind > 2k

After Task B: - Hover above them > front 2K or front j.k or crossup 2k
                     - Superjump Flight Dash Fd Cancel crossup (or not) j.k or 2k

After Task C if the seal is close enough: -214H > meaty 2k or j.d into combo / throw / 6h
"         "         "   "      "    "         far away:  - task a' yrc > 214h > 214K > 2k or j.d

These are the really important ones

 

Posted

I think someone should make a compilation vid of all of these, right now I feel that most of these are documented in videos but not in a single video.

  • 2 weeks later...
Posted

Hey guys so I've been watching some videos online and was practicing some of the combos I've seen.  They are revelator videos.  Some of these combos I'm having a hard time performing.  From what I've heard character changes going from the original Xrd to Revelator were pretty minimal.  We're there any changes to Bedman that I don't know about?

Posted

Yea, I'm pretty sure nothing has changed aside from certain system mechanics.  Perhaps you could post which combo are giving you probs, and someone can provide a pointer or two.

Posted

Here's some in depth info on combo options with empty jump lows from 236S knockdown.  If you do the the oki as fast as you can only Ky and Venom will have fast enough wakeup speed to jump your 2K (meaning it's not meaty on them).  Crossup 2K is usually wakeup throwable, front 2K is never throwable.  

All of this is from 236S knockdown midscreen.  Crossup 2K command is 983 j.H whiff 2K.  Front 2K command is 981 j.H whiff 2K.  O means it works X means it doesn't.

crossup 2K 5H(2)
 O: bed, pot, leo, ram, axl, zat, el, chi, may, sol, millia, fau, sin
O*: ky, venom
X: i-no, sla
*they can wakeup jump but if they stay put it works
*can do 2Kc.S5H 236S on i-no/slayer instead

front 2K 5H(2)
O: bed, pot, leo, ky, fau

front 2K c.S 5H 2H
O: bed, i-no, pot, zat, leo, ram, sla, elp, sol, fau, sin
X: ky, ven, axl, chi, may, mil
*leave out c.S for 2K 5H 2H 236H on all X characters except millia
*millia can only do 2K 5H 236S

Posted
9 hours ago, NecroTheReaper said:

In the most recent Sabamiso matches that were posted, did 2H get changed or did he just miss-input it as 3H frequently?

Just input errors I think.  Liked those matches a lot though.

Posted
On 1/2/2016 at 2:48 AM, Tiamat said:

Here's some in depth info on combo options with empty jump lows from 236S knockdown.  If you do the the oki as fast as you can only Ky and Venom will have fast enough wakeup speed to jump your 2K (meaning it's not meaty on them).  Crossup 2K is usually wakeup throwable, front 2K is never throwable.  

All of this is from 236S knockdown midscreen.  Crossup 2K command is 983 j.H whiff 2K.  Front 2K command is 981 j.H whiff 2K.  O means it works X means it doesn't.

crossup 2K 5H(2)
 O: bed, pot, leo, ram, axl, zat, el, chi, may, sol, millia, fau, sin
O*: ky, venom
X: i-no, sla
*they can wakeup jump but if they stay put it works
*can do 2Kc.S5H 236S on i-no/slayer instead

front 2K 5H(2)
O: bed, pot, leo, ky, fau

front 2K c.S 5H 2H
O: bed, i-no, pot, zat, leo, ram, sla, elp, sol, fau, sin
X: ky, ven, axl, chi, may, mil
*leave out c.S for 2K 5H 2H 236H on all X characters except millia
*millia can only do 2K 5H 236S

Good stuff! Do these setups lose to wakeup reversals? On that note, how do you deal with people that do lots of wakeup reversals? Does Bedman have great safe oki setups, or do you just have to guess and give up oki?

What's the whiffed j,H for in these setups?

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