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GKHiryu

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Everything posted by GKHiryu

  1. That.... Is actually brilliant and I haven't thought of it at all. Thing is, Faust scares me a lot with stuff like f.S that so far I feel like could get me almost anywhere, anytime. That's why I refrained from using moves with forward momentum. Though with Task A return, that may work. As for zoning with 2/3H in general, it's a matchup thing. When I tried to play the MU using pokes and in a more direct/offense based manner I got blown up haaaaaard. May be my error of judgement, but I don't think Faust can be defeated by BE without keeping him away for the bigger part of the match and zoning as much as possible. For the most part I use dashes because they keep me close to the ground, where I have more options to work with. I'm trying to keep j.TaskB YRC in mind, but my YRC game in general needs a lot of work still. j.S thing is me trying to take advice. According to my sparring partner carefully used j.S shuts Faust down, though I've yet to use it effectively.
  2. Task A can't be done most of the time because it's already out. Other than that I can often confirm whether or not j.S will hit, so I do it for the damage and seal. Though you are right in that I shouldn't always go for j.S>j.TaskB. It's something I picked up from the japanese, whom I saw recklessly doing 6H into TaskB and not yet bothered to change in my gameplan. Yep. Air task B if blocked is stupidly punishable.
  3. https://www.youtube.com/watch?v=_ns8oiZxdgA#t=0m36s Me playing against GenericSuperHero. I'd love to get any critique out of this set.
  4. Worst mistake I used to make is, should I get blown up by something I can easily pinpoint but not necessarily easily overcome, I focus on just that and forget about the rest of the matchup. Say for example I'd play against I-no and get 50-50 to oblivion. I could still play decent neutral, but as soon as he got the momentum and started his vortex my brain would just print "yeah yeah whatever I can't do anything until I come back home and grind out defense in training, you do that shtick of yours until I guess lucky or have my burst back." and then shut down. That of course led me to not thinking about the opponent's habits, style of mixups etc, cause "whatever, until I study that in training nothing can be done". Man, how stupid that was. It drove me from Marvel completely and from SF4 partially. Good thing I love GG, else I wouldn't be motivated to overcome this silly mindset.
  5. Anyone has any tips on what to punish with dash teleport? I know that from up close all his ball shots are unsafe, but that's not much to work with as they're usually done in blockstrings. Fullscreen I tend to do task A to entice him to shoot again and then go for 3H > Task A, but that's about it when it comes to my matchup knowledge.
  6. Hate to be the guy, but it's "Mun". From what I saw he's by all means strong, but I think Shu is just better when it comes to "getting the character", and Tsubu before him. I could notice some mid level mistakes like firing off seals at the worst ranges when Mun was playing. Though I gotta admit that he brought a few interesting combos to the table.
  7. You have a few options against IAD happy opponents as Bedman. On reaction, 6P Is ofc the go-to move. Record CPU doing different height airdashes and try to react to them with AA 6P. Practice makes perfect. Another very good move is j.S, if you know the range you can react to airdashing opponent with j.S > 236S and start your offense, or go the safest route with j.S > 236P and still get a lot out of that. 5P isn't too good against air dashes, it's more of an anti jump in tool. I'd wager j.P is better if we want to talk P-normals. If you feel like going balls deep and giving your opponent a scare you can do raw 236H. In theory 6P > 236H is always better with upper body inv and all, but since 236H travels fast and high it's not that bad of an option. Plus it does make for a good deterrent and sets up some mind games. As for blockstrings and quick combos. I'd say just practice patience. Bedman has very few defensive options and more often than not you will have to block a long streak of attacks before doing something becomes a good option. That said remember that you have an awesome tool in your dash. Actually playing against aggressive player is advantageous for Bedman. You can wait for them to try to continue pressure after they ran out of range or frame advantage and own them with your dash. Remember that Bedman's dash is an amazing tool at any range, and that you can YRC it to essentially get an unpunishable command guard point.
  8. I think it's as simple as BS reject not hitting Bedman when he teleports. Probably BS hit is 1F long and since Bedman disappears from the screen completely he's safe even though he's technically in range. Form Shu's matches I've seen so far I conclude that Bedman is now fixed for the most part, could not have been happier. Hell, I wonder how much damage can we get out of 3H hit. I've seen 3H > jc > j.3P connect as redbeat. Anyone saw any matches with successful Deja Vu Task C hit? It was supposed to not knock down, which would greatly improve DVC as oki tool.
  9. If they superjump and airdash you're in a much better position. Against I-No or Sol you have to be mindful of dive kicks, but whatever it is they still have less options than you. And well, what can I say other than "use 3H so that it won't whiff"? I think that while it's use is limited to few instances, it does great in them. I can't imagine Faust matchup without 2/3H.
  10. I think we can safely remove FAB from the equation. Mostly because it's still him that we're playing against and not Potemkin. It's not I-no where a 5 year old could pull off that dash 50-50 into note into dash 50-50 into note into dash 50-50 and rape us clean. Pot has very few tools and until that changes it's the most favourable of Bedmans matchups imo. On the topic of 3H, I use it mostly when task A is on screen and to keep the already blocking opponent in place longer. Sure that doesn't net any damage, but so far it worked well in terms of annoying the opponent. Once they block it for 3rd or 4th time in the match they often get reckless. May not be as strong against better players, but then it gives me some breathing room and time to think. Not to mention 3H YRC is, as mentioned, a legit option.
  11. It's a battle of patience, and Bedman has the upper hand at all times as long as he keeps his composure. If Pot does successful FDB on first hit he still has second to worry about, not to mention he'll be open to 3H. Any other evasive maneuver, Bedman can easily intercept. Our j.S is godlike here, and j.H blows up Hammerfalls like it's christmas. Hell you can easily go for raw task B to beat out most of Pot's attempts to do anything. Sure he has the grappler factor, but you have so many tools to keep him aways it's almost unfair.
  12. You (and anyone who hasn't yet) should definitely sign up on niconico. There's Bedman footage as fresh as last week of February there. Nothing amazing, but very good for matchup study, and you can always pick something interesting from those matches. Unless they're vs. Pot. I'm positive that there's absolutely nothing to learn in Potemkin matchup.
  13. There's... Well I wouldn't say "plenty", but a rather decent amount on niconico. It's mostly people with a 100+ wins though. Not that much of people with 1000+ wins.
  14. Anyone willing to brainstorm? Post throw oki thoughts: Corner is ofc always task C route and Task C corner oki is basically Bedman - the ph.d thesis, so I won't go there right now. Midscreen though, I find it less and less useful to go for Task A'. Instead I sometimes go for task A to have pressure while it returns. The most used option for now is TK Task B. Not only does it deliver me straight to opp's face, but it's a task B token right on him. On top of that, with Task B recovery there's enough time to go for a meaty low/oh or reversal bait. On the other hand, some characters can punish deja vu activation in blockstring (Faust, ehhhhh) so having a token is less advantageous in certain matchups. Maybe keeping distance with task A is better against Faust and Pot. I bet there are some other matchups, but can't name anyone off the top of my head. Maybe throw > TK Task B > Deja Vu > attack after they block DV rather than meaty, then confirm and go for j.c. TK Task A on block or combo on hit. We're still in the dark with Bedman. There's a lot of bits and pieces in particular matches or even on JP twitter (check out helldoll_259 if you haven't), but even watching JP matches I can't help but feel that there's little in terms of Bedman with solid gameplan.
  15. GKHiryu

    vs Zato

    The most important single thing to watch out for in this matchup is puddles and nobiru (anti air eddie stab). If you watch eddie and drills carefully you keep track of whether or not you can jump and throw task A. With task A out there is hope. Other than that it's very simple - don't ever get hit :D
  16. You'd have to be doing preemptive j.s with terrible timing and spacing if you were to be beaten by run up 2H or 6P. It consistently loses to well timed j.D and pin only. I can hardly give personal advice, but Millia is one of the matchups that should test your patience. And seeing how you play Bedman, the only matchup where the opponent could possibly out-patience you is vs. Potemkin.
  17. AC+R yes Pre - AC+R installments no, but getting there Xrd no, but may get there one day While AC+R is underexplored compared to AC+, which was already amazing, I felt like there was much lesser tier disparity in +R. Other than that, I'd have to write a dissertation on why GG is the best and I don't feel like it, so... I'll just write this - awesome meter management, skill progression is easily noticeable, deep system, unrivaled freedom in combo/setups crafting, unique characters, cool SP content. Also it had Testament. Fuck Xrd for not having Testament. (It's still cool though)
  18. I've only played against one solid millia so far, so it may be more of a player exp rather than actual matchup. I would just try some shenanigans to bait pin, like walk up block, empty jump or sj back vs airborne Millia. Also the pin is why I mentioned j.S. Plenty of horizontal distance to work with as long as she's not too high above you, and works 100% against iads.
  19. Not too good of a matchup for sure, but I have yet to feel Millia's rage on myself. Thing is, while she's mobile and hard to outpoke on the ground, I just stick to zoning and it nets good results. I approach Millia as if I was playing Faust. That is: avoid challenging her pokes, throw a lot of Task A and pair it with smart use of 2/3H, force her to go airborne and hope to Svarog timing on my 6P/YOLOTask C is good enough to beat her and score a knockdown. Also air to air j.S is always a good choice, provided you don't spam it thoughtlessly. On defense, I have no tips though. My defense with BE is poor at best.
  20. Does jump install have an impact on BE? I was under an impression that he can airdash after task C YRC regardless.
  21. Well here goes nothing. I agree that the MU is on the harder side for Bedman. Elph's normals are an ass to play around, especially the air ones. I've got the best results (offline play, dedicated elph main) trying to bait airdashes with task A and careful 2/3H, then j.S'ing. J.S is very important for BE overall and it shines in this MU, being able to outrange most of her options and win against j.D if done right. j.S > Task B gives enough movement to evade grenades too. It's similar to Faust in that if you think for a second you can play real footsies then omae wa mou lost iru. Another helpful thing is to block the strawberry and dash as it explodes, rather than do it earlier. That doesn't work too well if Elph's up close (duh), but if you have just a tiny bit of space to work with it nets good results, as the player will usually start doing something between strawberry throw and explosion. HOWEVER I'm getting completely and utterly raped by shotgun. I know BE has few options in defense in general, but I can't for the life of me believe that there's 5F delay anywhere between well placed shotgun attacks. If my opp whips out the barfgun I can lay down the controller most of the time. Either I'm looking at 60-70% life loss before he gets bored and tries something else or he does it late in the match and I just don't get another chance. He simply cancels a normal into shotgun when I have the strawberry on me and does shot shot shot shot launch(S), shot shot shot launch. I've found nothing that may be used inbetween shotgun shots and my only hope so far was to predict/react to dash in strike. FD suggests that launch done perfectly after shot should give me as much as 32 frames to work with, but I've never managed to sqeeze in anything besides BS. Should I just get some sleep and hit him out of launches?
  22. Thanks for the info, I completely forgot about RC > 5D combos. So far I've been playing BE with mindset that tension should be sacrificed on the altar of momentum as much as possible, so 2 seals for 50 meter is something to look for. Ofc BE does have so many ways for effective meter usage (Oki, extended pressure, safer zoning, task B/C shenanigans, DAA) it's sometimes hard to make the call, but when I see opportunity to burn meter for more/better pressure I always go for it.
  23. I've been writing down metric tons of possible oki routes in my notepad. A good theory thread is always welcome, so I could share some of that next week. Still I don't think dust as meaty is a good idea. It's not cancellable and has enough startup to leave opponent a lot of time to prepare. My bet is that outside of netplay we'd eat a lot of SB/SRKs or just be disadvantageous after the opponent backdashes.
  24. If f.S is to lead to knockdown combo I can see the point in damage decrease. Anyway, any word if changes to tasks apply to deja vus as well? If DVj.B would still deal as much damage as before I wouldn't mind nerf to j.Task B damage, as it's supposed to now work well in combos and provide a knockdown.
  25. I see they're still scared shitless of Hemijack. We'll see what it ends up being, but from the changes we can tell that Team Red has little idea what use that overdrive is supposed to have. We're keeping important buffs, so damage nerfs don't hurt too much. Still, that thing about air task B would be outrageous if it wasn't part of loketest shanenigans.
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