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Posted

I like 886.  You can always get a combo from j.KS, j.H, or j.KPP from it.  You do have to make sure they are going to stay put on the ground but if you use as oki or in conjuction with deja vu it is good for pressure.  I almost never use j.H otherwise.  

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Posted

Which hitboxes do j.KS or j.KPP wiff on other than Millia and Faust? I know j.KA works on these people, but I dunno if that's very good for combos... its a tight followup with 2K after j.KPP already.

Posted

I'm not sure exactly but the jKPP string is one of those things where if they get hit by the string while crouching the 2nd P won't hit them but if they standing guarded the j.KP then start crouch blocking they'll get hit by the 2nd jP.  

Posted

On the subject of air movement, how do you guys usually like to handle it?  For example, do you just instantly input 886 to get there as fast as possible, or do you let it hang a little bit with the air stance to mess with people?  I imagine you could alternate them, maybe condition them to respect, but every time I try to delay I just get smacked so I go in for the attack ASAP.

Posted

If I'm going for 886 I do it immediately.  The more time you wait the more time they have to try to hit you or jump out of whateaver you're trying to do to them.  If you're going to linger there and do nothing might as well have just jumped straight up and thrown task A instead.

Posted

Yeah, I'd say it depends on how they're reacting to you on how you do air dash pressure. If they're insistant on just blocking all day for meter/whatever, I dont see any reason not to get a few j.HS on em. Though... this is Bedman. They could just jump for an almost free out during pressure. Not necessarily gonna be punished depending on characters, but still

Would asking for a bigger hitbox on 5HS(2) or a good + on block move be too much? Just a way of keeping them close.

Posted

I think a standing overhead like May's new 6K or Anji's 3P in Accent Core would make Bedman's game a bit better too. Still think he's solid tho.

Posted

I don't think its as much of him not having good mixup as much as it is the setups to get good reward off his mixups. Task A' is the slowest projectile ever, even if it is god on block. IOH j.D gets really good damage, and 5D in the corner gets you 2 DV seals placed (plus, its neutral on block). 2K is a 6F low, and after testing some stuff, you can do xx>falling j.K>j.6xx for some trickier mixups.

Some more rewarding uses out of YRC would be nice though. Nothing wrong with the DV YRC's, but lots of people get some projectiles out pretty quickly with YRC's.

Posted

Use 5D>f.S>236K>c.S>5HS>1HS>236HS. Walk a bit closer after 5D so that they slide down to the ground after f.S

You could also replace f.S with 6HS, but it has a high chance to hit them out of the corner.

Posted

sometimes my task C ends up doing 3 hits...the third one resetting them in the air. I'm not sure exactly what is causing it to do that extra hit at the end (for low damage) but it's ruining my oki. What do I do about it to make it not do that.

Posted

There's some characters that get hit regardless of altering the combo by that third hit. Honestly, if its a problem character, its probably safer to do 5HS>236S. Oki is still really strong (imo its stronger just for hitting 1st frame). I think Tiamat or someone else posted a list earlier of characters who get OTG'd by 236HS path and with a few fixes.

Posted

yeah it's post 22 in the combo thread

 

There are some posts below it about getting knockdowns from corner throw 

Posted

Yeah, task C is a lot less mindless than I would like it to be.  There seem to be a handful of important "whiffs if x" or "hits 3 times if y" type moments with it.

Posted

I have a really nub question(s) about Bedman but I really want to main him so hopefully I can get a few answers :D

1. I'm on pad and will be for a awhile. I've been trying to get used to how Bedman Air Dashes I seem to get a random third up when I'm not hitting it. I mean I guess I'm hitting up since its registering but it's odd since I don't feel I'm hitting it. Any tips on this would be great from other Pad Players.

 

2. When starting a match is it better to back dash as Bedman? What do vet's of Bedman prefer to use as a starter?

 

This is a huge thing for me but the where do I start has always been an issue for me. Should I just focus on Training mode for the next week or so putting combo's into muscle memory or should I just get a basic feel and jump in online? Usually I just jump in and fight real players but for GG that really hasn't worked out for me. I guess I'm just looking for some solid advice on where to start to get a solid foundation before jumping online.

 

Thanks for the help ^ ^V

Posted

I have a really nub question(s) about Bedman but I really want to main him so hopefully I can get a few answers :D

1. I'm on pad and will be for a awhile. I've been trying to get used to how Bedman Air Dashes I seem to get a random third up when I'm not hitting it. I mean I guess I'm hitting up since its registering but it's odd since I don't feel I'm hitting it. Any tips on this would be great from other Pad Players.

 

2. When starting a match is it better to back dash as Bedman? What do vet's of Bedman prefer to use as a starter?

 

This is a huge thing for me but the where do I start has always been an issue for me. Should I just focus on Training mode for the next week or so putting combo's into muscle memory or should I just get a basic feel and jump in online? Usually I just jump in and fight real players but for GG that really hasn't worked out for me. I guess I'm just looking for some solid advice on where to start to get a solid foundation before jumping online.

 

Thanks for the help ^ ^V

 

1. I'm on pad as well.  Not sure why you're getting a 3rd up, but if you press 8 then hold the 2nd 8 he'll go straight up so maybe you're doing that by accident.  

2. It depends what you think they are gonna do.  Most of his attacks on the ground will lose to other characters' common openers at round start (his pokes are kinda slow at this range).  Backdash is ok.  It is a pretty safe option but it also means you're giving up ground and moving closer to the corner, so it might come back to bite you.  Jumping upback and throwing air 236P is usually ok.  Jumping straight up then doing j.S on the way down if they whiffed a move can be good (though it will be getting blocked in this case most likely but that's not bad).  If they are starting the round with a forward jump you can try opening with forward jump into j.P.  If you're feeling very confident they will attack immediately you can go for a risky but potentially strong opener by doing a forward dash.  It really just depends on what you think your opponent will do. 

 

Learn some basic combos before you start playing other players and get used to his air movement.  That's my advice.  

Posted

I definitely feel like your opener is going to be dependant on your opponent.  If your opponent is one of those that likes to throw out their char's f.S at the start of the round it's probably a bad idea to try a normal yourself because Bedman's good ones are fairly slow and lose to a lot of stuff.  I've had some decent success with yolo dash as an opener but on the whole I feel most comfortable with jump normals/Task A.

 

Also TIamat what pad do you use?  I'm currently stuck at home in netplay prison because all I have is a DS3 to play this on.

Posted

I've seen Tsubu open a few matches with f.s.  My question is why?  It might stuff something obvious, but can it confirm in to anything useful at round start range?

Posted

Maybe he's fishing for anti airs?  I mean I've seen it catch jump attempts at horizontal ranges 6P can't reach, and it DOES jump cancel.  Said jump cancelling can also be very useful for starting air movement pressure if your opponent is a respectful sort.  

Posted

Thanks for the tips everyone. Right now I'm using the DS4 which is the hardest Dpad I've ever had to use.

 

I was thinking about openers and was wondering if maybe c.S since it looks like you could go into c.S, 5S, 5H, Task S

As for training I went ahead and printed off the combo page and will work on the meterless combos first. My execution is garbage so that will be a solid week or 2 before I can get all those combos down to memory.

 

For the Air Dashing yea I think I might be holding the second 8 which is for some reason making it a third 8. So I'll have to work on that a ton so in a match I wont be super double jumping every time I want to Air Dash forward..ect

 

Really appreciate all the tips.

Also since several people here are rocking pad. Anyone know when the MK10 pad is coming out? I've always done really well with saturn style pad's since I'm old school.

I think thats why the DS4 is giving me so many problems with the Pad is basically half hidden which is really messing me up. 

Posted

I've seen Tsubu open a few matches with f.s.  My question is why?  It might stuff something obvious, but can it confirm in to anything useful at round start range?

 

Counterhit far S combos into 2H, which is in turn cancelable into Task A which will sometimes combo depending on character and spacing.

Posted

 

Also TIamat what pad do you use?  I'm currently stuck at home in netplay prison because all I have is a DS3 to play this on.

 

Yeah I'm also on a DS3.  

Posted

Oh I forgot about that.  Hmm.  It's allowed at the local tournaments we are having around here but that will be problem if I go to major in the future.  Hmm.  

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