Generic_Soda Posted December 31, 2014 Posted December 31, 2014 I'd say just 8>1,2, or 3. If you've already used your movement for whatever reason get back to the ground using Task B or C.
Jocelot Posted December 31, 2014 Posted December 31, 2014 Excellent stuff, boys. I didn't realize how one dimensional my post throw stuff was. I totally forgot about 6HS really. I've always been scared to use it
QSpec Posted December 31, 2014 Posted December 31, 2014 6HS works nicely after Task A' too as it crosses up. You can get thrown out of it so train them to block first (I like 6S+HS).
SoWL Posted December 31, 2014 Posted December 31, 2014 Going back to 214A, isn't it strictly better than 236A if only because you still have your head on to use other DVs? It doesn't matter often, but when it does, it's annoying.
kinggoon Posted December 31, 2014 Posted December 31, 2014 Excellent stuff, boys. I didn't realize how one dimensional my post throw stuff was. I totally forgot about 6HS really. I've always been scared to use it Well my gameplay is much improvable so just repay us in-kind lol
QSpec Posted December 31, 2014 Posted December 31, 2014 Is there a quirk with Task B? Going from j.hs > Task B only seems to work if I land the j.hs pretty high up.
GcYoshi13 Posted January 1, 2015 Posted January 1, 2015 Going back to 214A, isn't it strictly better than 236A if only because you still have your head on to use other DVs? It doesn't matter often, but when it does, it's annoying. I don't think missing your head actually means anything. His jabs somehow still hit just as far (from what I've seen and tested) and you can still do DV moves. From what I've just tested right now, you can only have one of either Dejavu Task A or A' and one of either Dejavu Task B (both ground and air) or Task C (both ground and air). In other words, you can't cast a Dejavu Task B and then dejavu Task C right aftewards. You have to wait until Dejavu Task B is finished. The same applies vice versa.
Poultrygeist Posted January 1, 2015 Posted January 1, 2015 Missing your head doesn't mean much really. Unless I'm doing something wrong, you indeed can only have one Task A form out at the time, including DV. They were very cautious with Bedman. Which is the complete opposite of what they did with Elphelt. :pjsalt:
Tiamat Posted January 1, 2015 Posted January 1, 2015 yeah the only DVs you can't do with your head out are 214P and 214K
Dullyanna Posted January 1, 2015 Posted January 1, 2015 That makes a lot of sense. Thank you for elaborating. I always felt like air movement got us around faster because of our lack of a traditional ground dash, but yeah I guess we're pretty unsafe doing that. Bedman's walkspeed is pretty good for playing a more traditional footsie game (Walk back and forth, move in and out of opponent's effective ranges to bait shit), which doesn't usually come up in GG so it can also throw people off at the least. Not to mention Bedman also has the ground tools to poke/punish in neutral at a lot of ranges. 2s is cool b/c it's neutral on block, has a somewhat better hitbox than 2D (At least from my exp) and has really fast recovery on whiff. It's also okay as a low meaty since it goes into 5HS. Also I haven't tested on the whole cast, but regarding safejumps Bedman gets one on Sol off of 2D. Just hold forward for like a frame or two after 2D then jump forward, and if you do it right you can get meaty jK/jS and still be able to block 623s.
rubedo777 Posted January 1, 2015 Posted January 1, 2015 So who are the top Japanese Bedman players I should be watching aside from Tsubu and LOX? They are pretty much the only ones I'm seeing in the video thread and the LOX videos are pretty old (and to be honest, there aren't many recent Tsubu videos either). Is Bedman really this underplayed in Japan? Edit: can someone explain what is going on at 1:59 in this video?https://www.youtube.com/watch?v=7mwbo4X4F_0 He does YRC, then Task C and somehow teleports to the other side. How?
Poultrygeist Posted January 1, 2015 Posted January 1, 2015 There's Mitsuru but I don't know if he still plays.
Tiamat Posted January 1, 2015 Posted January 1, 2015 Edit: can someone explain what is going on at 1:59 in this video? https://www.youtube.com/watch?v=7mwbo4X4F_0 He does YRC, then Task C and somehow teleports to the other side. How? He does YRC 214K to activate the seal behind the opponent then immediately did 236H. The YRC 214K he activated earlier is blocked from behind the opponent, teleporting bedman to that location.
NecroTheReaper Posted January 2, 2015 Posted January 2, 2015 When I watch that video, and Tsubu gets grabbed after 236/214K, i die a bit. I mean, its happened to me too, I'm just talkin about how easy it is to let there be a 1f gap when you're point blank and +9. Easy fix? Yeah, still happens though
Poultrygeist Posted January 2, 2015 Posted January 2, 2015 If you wanna see some ol bullshit how about getting a perfect dash reversal on May or Sol only for them to special cancel to their grab and hit you out of it on recovery D:
QSpec Posted January 2, 2015 Posted January 2, 2015 Yeah I have the worst luck with our "parry" dash. If it is far enough for me to do it on reaction, I am generally minus when I reappear. So the only reasonable option seems to be some next level yomi shit... which I don't have.
Tiamat Posted January 2, 2015 Posted January 2, 2015 If you YRC the forward dash it will catch their attack but won't teleport you. I haven't used it in matches but it might be decent. You can also try YRC after the teleport...
TD Posted January 2, 2015 Posted January 2, 2015 Without déjà vu, how is he supposed to pressure people, like how does he approach, what his frame traps are and how does he reset back to neutral safely? I see a lot of short whatever into task a to end pressure and back off, or fs jump cancel but was wondering what else. Mainly what are his normals for approaching the opponent.
Generic_Soda Posted January 2, 2015 Posted January 2, 2015 Task A' gets you in when it connects, but if you want a non-gimmick Task A is just really solid all-around. The boomerang effect catches people off guard pretty easily, especially at full screen where it'll hit twice in quick succession. Also if you've got 25 meter you can YRC Task C and Bedman will retain the momentum and fly in an arc, like when Potemkin YRC's ICPM. Also I found out since Bedman's IK uses his 6H hitbox it can hit behind him
NecroTheReaper Posted January 2, 2015 Posted January 2, 2015 2S was already brought up. Honestly though, jump cancels are all I've needed so far. Jump cancels on 5K, f.S, and (if you're close enough) 5HS let me pressure all I want usually. Yeah, Bedman has risks involved, but his movement makes it hard for other people to keep up. 5HS jump cancel is very good for mixup imo, cuz you have 3 way mixup from it if you get both hits. You can do instant j.D, delayed j.D, or 2D for a IOH, a crossup OH, and a low.
QSpec Posted January 2, 2015 Posted January 2, 2015 He seems to have a pretty solid footsie game kind of reminiscient of SFIV. Now reversal options on the other hand... I have such a hard time when I'm getting rushed down. Part of that is not knowing characters and their blockstrings very well, but part of it is definitely Bedman's lack of decent buttons in a rushdown situation.
rubedo777 Posted January 3, 2015 Posted January 3, 2015 A question about some of the missions...the ones that require "command movement", which is like a jump cancel, such as mission 29. Is there some trick to getting the normal after the command movement to connect? The airdash he does takes too long and I find it very hard to combo the attack afterwards. I can't seem to cancel the dash's active frames into an air normal.
Tiamat Posted January 3, 2015 Posted January 3, 2015 A question about some of the missions...the ones that require "command movement", which is like a jump cancel, such as mission 29. Is there some trick to getting the normal after the command movement to connect? The airdash he does takes too long and I find it very hard to combo the attack afterwards. I can't seem to cancel the dash's active frames into an air normal. I recommend just doing Dust > 9 > j.S > 9 > j.P to practice. You can't press the direction and the attack at the same time or it won't come out. You want to press the j.P right after the 9 dash starts. Too late and they will be able to tech the j.P. Just keep trying it.
Generic_Soda Posted January 3, 2015 Posted January 3, 2015 I think Dust combos are easier to do if you dash forward (8>6). I do basic 5D>K,K,S,8>6 S, 236S and it works out ok. What I'm really having trouble with is air movement close to the ground into an attack, like an IAD using Bedman's movement. It usually whiffs or puts me on the wrong side. I've been trying a quick air movement into K,S,236S with some success but it's very inconsistent to land. I like Bedman's j.HS, but I feel like it's not safe to do it all the time so I want some alternatives.
SectumSsempra Posted January 3, 2015 Posted January 3, 2015 I'm not sure if you're doing 886 but if you want to do for example 'IAD' jk js 5s fs 2s taskb I recommend using 776 this way you don't cross up as easily. if you want to cross up 996. I find 886 only works if they stay entirely still. Also don't forget you can input the jk or whatever you like in the 6. I don't recommend the stuff like 883 773 993 for anything more then like a quick return to the ground or to trip people up tracking your movement. Best times I've found to use J.HS is just as their waking up, you want it already active. If they block it you have options depending on meter, with at least 50 you can follow up on block with task B > RC > 2S >5C(2) > Whatever ( if the 2S hit 1(3)HS, task C, if not and they are still blocking jD or 1(3)HS task a) If that makes sense. the 1(3) is because in most cases the task b will switch your side. so its just a heads up so you don't use the wrong 1,2,3 HS or you'll give them a chance to counter
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