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Everything posted by GKHiryu
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While not part of the evo crowd, I'd say Sol remains much more a test of patience than an actual unfavourable matchup for bedbros. Maybe on high level you really can't do anything, I haven't played a good Sol in Xrd unfortunately. Still, from what I did play I feel it's a case of "Will I keep focus after that efffin' post dp combo or not?" rather than "What the hell can be done here?".
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Thanks! What it needs the most is risk and character analysis - a lot of Bedman's options lose simply to mashing 2P, but then you can always just go back to j.K > j.P, which beats that. Also, sadly, I haven't gotten ANY trickier options to work on Faust and many don't work against Zato. I was planning on figuring out and writing down the matchup specific stuff for Faust. I've seen very good combos against him, but nobody touched on pressure strings and due to Faust's ridiculous crouch stance it's very hard to hit him with anything. btw I didn't put it in the vid, but one of the best things to surprise with if meter is available is any blockstring > 5h (2hit) > j.D RC. I'm pretty sure it wasn't mentioned, but if it was, let's not forget it
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Youtube is still processing the vid, but I made sure that it's "Non-public" as in "you can only watch it via direct link". You know youtube, gotta give it some time. If there are any problems, I'll be up in six hours to fix them. Edit: it should be up. works for me. Edit2: hoooooly zen I did not expect that much of a quality downgrade. I'll try to upload something that looks less like manure, but it'll take me about 24hrs. Edit3: Try this link if the one above doesn't work: https://www.youtube.com/watch?v=AfGGhapNub8&feature=youtu.be
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I've made a sort of Bedman pressure concept video. It's meant to be much longer with a bit of commentary and in depth analysis of his options, but as of now I barely have time for a leisurely fart, so excuse the lack of explanation in the vid itself. I think if someone plays Bedman enough to recognize his moves on the fly he may find something useful, with emphasis on j.K airdash cancel and j.K > j.D RC. Any commentary is welcome, though as stated above I am aware that the video is lacking in many areas. The video is still uploading, but should be up in approx. 20 minutes. I've made it private because I don't think it's something that's worth showing outside of bedbros circle. http://youtu.be/AfGGhapNub8
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Learn strings - what move can be chained to what. Check what specials or normals are 0 or plus on block or give some other advantage. Normals that you can jump cancel are also important to look for. You can use them to quickly airdash if they have a lot of range, or just jump cancel for a quick overhead. Then, check if any moves have good enough range to poke with after you're outside of effective pressure range. Then you can start going from flowchart (2A>B>C>Special/Dash/airdash > 2A>OH/Throw) to more complicated stuff. Like frame data and thus frame traps or some risky RC shanenigans. If you want some more detailed answer, just ask. Also if you tell us what character you want to play it's gonna get easier. I know your sig shows Jin, but it's always worth to provide as much info as possible when asking for help. ninja edit: sorry didn't read that it's not about GGXrd, edited.
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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.
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What you said makes a lot of sense. Personally I only played against two decent millias and both of them, while strong (Hi Rele!), always felt like an honest MU. Ofc I'm not really suggesting that Sol wrecks Bedman free or anything of the sort, but that 5K and VV used to be serious obstacles to overcome. Thanks to more air FD options, right now they're just tools that expand the mindgames.
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Imo it's a complete gamechanger for Bedman. While not the go-to option, it makes all our air options potentially safe. Just to bring up one of the worst (if not THE worst) matchup for Bedman - Sol. I don't know how it'll work against top level Sol players, but from my exp it can be easily used to bait and punish VV. Against better players, at least it makes us safe from AA 5K. Not to mention if bait doesn't work we can easily transition into throw, especially after ADDF.
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5K is absolutely awesome for a round starter. It stuffs a lot of pokes and is generally a good idea to start the round with. I go either with that or 2P, depending on the matchup.
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I have a question regarding the "2P > 5H > jc > 3j.P" section right before hemijack hits. Ofc if they press nothing they lose, if they burst or SRK we could do nothing, but what if they just mash P? Can we input something different to both keep them in place but not lose to mashing fast normals? I guess maybe going for j.K during the rise of the jump and then cancelling into something like j.S > j.H would work but I'm not sure. Plus, is switching sides with opp before hemijack hits (the 883.P part) mandatory for the setup to work? I'm guessing it's meant to keep the opponent as deep in the corner as possible.
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Starting midscreen, very easy j.Task B > 2P combo: 3j.K > 2K > c.S > 5H (1) > 2H > jc > j.S > 236S > Land > 2P > c.S > 236H Tested on EL, grants DVC token, low air DVB token and corner.
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Yeah, if Hemi Jack setups turn out to be as useful as they now seem, that will probably be the way to go. At worst, we're getting much better "burn all meter to take away that last sliver of health" combos. On Hemi Jack - if combo ends in corner with 236H we can go OTG c.S (or otg whatever) > 214H > Hemi Jack. I think this would be advantageous, but I'm mostly throwing ideas as I've little time to actually enjoy training mode. Will one token be enough to keep them in place long enough?
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Do you think RC will now play a more important role in Bedman's gameplan? 5 minutes into training mode I've noticed that under certain conditions you can confirm into first hit of 5H, then RC > walk up > 5H (2hit) > 1H > air stuff. Previously that gave just barely anything, but now there's a lot to explore imo.
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Has anyone tested combos into Hemi Jack setups to see if there's anything close to universal one? So far I've seen two variants, but didn't have time to test them yet. (vs. Sin, Corner, one setup) Throw > f.S > jc > j.S > 3j.S > land > j.S > 3j.S > land > j.S > 6j.S > c.S > 236H 236H token oki: 214H > YRC > (quickly)2K > 236P > walk up > c.S > j.K > 3j.S > land > (Task A return) 214H > 236P > j.K > 3j.K > land > 5H > 214H > (Task A return) Hemi Jack. Example pressing and followup after above: 214H > walk up > 2P > 2K > c.S > 2S > 2H > jc > 6j.S > Hemi Jack Hit. > (after tele) j.236S (whiff) > 214S > c.S > 5H > 1H > jc > j.P > j.K > 9j.S > j.236H > Land > Helios > 214H > 6H > 236H (vs. Sol, midscreen, no setup) 2K > 5H > 1H > sjc > j.K > 3j.S > Land > 236H > c.S > j.K > 6(?)j.K > j.P > 236S > Land > Hemi Jack > RC > 214H > 3H > jc > TK 236P > Hemi Jack Hit > (after tele) j.236S (whiff) > c.S > 5H > 1H > sjc > j.P > j.K > 9j.S > j.236H > land > j.K > 6j.P > j.S > j.236S Man, I didn't write that many inputs since I decided to write down all the optimal combos for all BBCT characters....
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- If he flicks, he's standing still. That is a small victory all by itself. You can 3H the flick, jump cancel and be safe (I often risk doing 2H, but honestly I wouldn't recommend doing it at that distance). Other than that, remember that you can dash-tele through flick flame. Won't work well most of the time, but if he forgets about it you can call him out hard. - if he blocks, he's gaining guard gauge and you have the advantage, learn to frame trap and use your normals in succession. If you expect hammerfall go for S > jc > j.H, it always wins. Just be mindful of his meter, HPB hurts. - Task B/C are to be used only in combos or on reaction to him throwing out an unsafe/wrongly spaced move. If they get blocked, you have to chill out and stop using them so much.
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Really? To me he's of the poacher archetype, or "trapmaster" if you will. Against a high level opponent of equal skill, he relies on setting very specific traps on the field to harass first and full out attack second. Ofc by "traps" I not only mean the obvious ones - Deja Vu tokens, but also the more straightforward ones, mainly return hit of Task A and 2/3H. No GG character is the pure zoner, there are no morrigans or dhalsims, that's for sure. But on "zoner to rushdown" scale, Bedman is much more of a zoner than close up brawler. That said, his tools are very flexible and transition from zoning to pressure can be very quick. To sum up, I'd define BE's playstyle as "Long range harassment followed up by few hard hitting combos". Though I was playing Testament for the past decade so I might just be projecting.
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Hi. I'm a Bedman main and one of my friends mains Potemkin, so I've some experience in the matchup. To comment on Task A - yes, flicking it is very important, but there are three things you have to keep in mind if you commit to 63214S: a) Task A is 2 hits. If you flick the first one, the second is still coming. b) Flick takes time. Bedman player can use Task A to bait flick, then 3H > empty Deja Vu to stay safe while you're taking hits c) Projectile from flick is very slow and predictable. While it covers a lot of screen, Bedman can always dash into it, so be ready for that. Basically, don't get overly predictable. Flick the projectile sometimes, both on first and second hit, other times just block or better yet, jump over it.
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Thanks for sharing info on Hemi Jack, TheRealBobMan. Most of what you said is known and unfortunately, doesn't make this super any less useless. Still, kudos for exploring it. We never know what can be found out with enough lab monstering. And speaking of lab monstering, how do bedbros utilize training mode? I spent hours working on my execution to get proper airdashes, corner combos and still work on improving my defense, but I've very little idea on how to work on gameplan and offense in training. Ofc okizeme is simple enough to practice, for the most part. Aside from that however, do you have any particular techniques to practice matchups solo? So far I've been trying to record and replay blockstrings/oki setups of other characters, to decent results. Unfortunately I've found no reliable way to practice real match situations. Like for example what are my options after TK Task A fullscreen - it's very hard to record and replay opponent's behaviour in neutral. If anyone came up with anything worth trying out, please share. I'm frustrated to no end when I get beaten, work in training on stuff that I can improve, then play versus again and still lose. For the most part, my opponents have their gameplan figured out while I have to try and work on mine during the match, to very poor results so far.
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Whenever I get to pick stage I immediately go for Dragonica Falls. Not being an english native I just love the sound of that name. Other than that I do enjoy its colour scheme. Most characters stand out nicely regardless of colour picked. Other than that, Nightmare Theater is very solid in terms of details. One I don't like to play on is Ram's stage (Japan?). It's just too red and I find many particle effects to be harder to see. The stage I'd never play on however is the magic city train one. It's just so annoying with all the blurry stuff in the background.
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Gotta check this one out more to really answer, but I can say this much. Never attempt that against Sol that's worth a dime. If he grabs with OS 5K he'll take you on a trip to salt lake city. I've been playing way too much against sol >.>
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Huh. Figures I was doing it right and never noticed. I need more lab time. Look, I really don't want to argue. We have a character that's minus on everything (and zero on that one move), so I just called what we discussed a frametrap because we have little to no legit ones. Especially since it's rather easy to recognize a chain and just keep blocking instead of mashing. I'll keep my terminology in check, but what's important the most is writing down our knowledge and sharing what works.
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It's a ghetto frametrap, I'll give you that. However it does work in certain situations, hence why I suggested it's very dependant on matchup and spacing. Against Ky it's ok because the tip of our kick goes under his punch. Of course point blank we'll lose. Obviously as well, It won't work most of the time against elph or ram, but then again what does. Besides we can't analyse blowing up mashing with FD alone. If you do 2P, then take a step forward, then 2P again, that seems stupid as hell from FD perspective. Yet 50% of the time it works all the time thanks to human factor. Out of your suggestions I think 2P>5H seems to be the best, I'd never go for 2P > 6H more than once per set due to how obvious 6H is.
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I know that feeling when throw game is not respected at all and was wondering the same thing - how to blow up mashing 5P/2P. I was experimenting with j.3P > 2P > 1/2H to get a decent reward. It works to a certain extent, but it's straying into hard read territory so I can't really recommend it. Maaaaaybe with j3PP prior to 2P>2H chain you'd get better range, but dunno. Other than that, depending on the matchup you can try going for 2P linked to 2K > 2D. 2K is rather good at blowing up other character's 2P. It should work against Ky and nets you quick knockdown.
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Yup. I've already picked up that my oki game is very bland and I don have to always go for meaty Deja Vus. Another thing I'd like to start doing is TK A' after midscreen combos. I've seen it work after Task B knockdown, which surprised me a lot. I guess Faust just doesn't have anything fast enough to beat that, thank Triglav.