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Everything posted by GcYoshi13
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Johnny might be disadvantageous, but we to test this and I have to be more familiar with him. So far I think Bedman has solid tools to stall Johnny and he has troubles with some of Bedman's zoning tools (like 2H and DejaVus). Jack-O is probably going to be slightly in Bedman's favor. He has a lot of good answers and he mostly has to just watch out for her barrier cooldown and S house. Task A' oki are not good against her when she's knocked down because minions can easily interrupt that. Jam is interesting because her jH is ridiculously good. She has some very strong air-to-air options and she's fast. This could be surprisingly annoying.
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In Xrd Sign yes, but I'm concerned about this working on revelator since a lot of the Dust combos are different.
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This doesn't work because 1H doesn't launch off of midscreen dust.
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There are some basic alternatives, but since dust combos consider hitstun proration considerably more now, 5D combos after Helios that worked in Sign, now fail in Revelator (such as doing 6P, cS, Task A' after Helios->5D). 5D starter, I just do 6P, cS, Task A' now to get the cross-up Task A'. Still need to figure out what everyone else is doing or come up with some stuff.
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You can get two j.Hs, but the timing is tight. It'd look like Helious, 5D, 6, 886 j.H, 886 j.H, fS, 2H, tk Task B. Also the j.H off of 5D no longer works in Revelator due to the long windup of the dash animation after 5D. We'll have to find new routes that can circumvent guts.
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relatively low air Task C also combos off of 1/2/3H, but practically speaking, you are correct.
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No real changes, but maybe Venom is a bit higher and more difficult than I think he is. The top 3 problematic characters are still Millia, Chipp, and Elphelt. The ground based playstyle helps a lot against his problematic match-ups.
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Maybe, air task C combos are very fickle on height. You could probably do an air jK, air dash down forward, jS, ground Task C extension though.
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I haven't seen many uses for Task C YRC to get in yet and all in all, it doesn't seem like a good way to use meter for a shoddy jump-in. You can't air dash unless you jump installed prior. 3H confirms are generally just jump forward j.S, Task B. There are more optimal confirms depending on the distance and characters. Sometimes you can do jS, air dash forward, jS Task B. If it counter hits, you can air dash forward and FD brake your air dash to get momentum and get a 2P,cS Task C before they land. Remember that they have to be grounded if they get hit by CH 3H, because being CH in the air by 3H is techable.
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I do think there's potential of f.S, TK Task B YRC, and mixing it up with empty low, or a variation of highs. You can even do the tricky j.P, air dash forward, jK.
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cS, 5H(2), 1H, super jump forward, float, 3, jP, Task C (ground), 2P, cS, Task C
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Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
Correct. An overhead or low can be part of a blockstring, but they will still have to change their switch their block to successfully block it. The general rule of mid block strings is that you can let go of the controller and still be blocking after you blocked correctly the first time. Yes. If we want to be absolutely technical, the 50/50 can be switch blocked since 2D and jD have a 3 frame difference, allowing you to technically OS or switch block it (basically the opponent rolls their directional inputs at the right time to guard both attacks). Practically speaking, it's pretty much a 50/50. It's true block strings if they don't IB the second hit of 5H (because it's 16 frames of blockstun, which will allow those moves to contact the opponent before they can exit blockstun). 1H is safe because it's jump and special cancelable. Also 1H is a lvl 4 move and has 18 (14 on IB) frames of blockstun. FD adds to blockstun, so if you react to it to the FD, you can probably push for more interesting frame traps, but 5H is a special case. They have specifically FD the second hit. If they FD the first hit, the second hit of 5H is guaranteed to whiff. You have the right idea for pretty much everything. -
Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
Correct. The only thing that will still be a blockstring after the opponent IBs 5H would be 2D. Also Task C technically. -
Bedman Q&A/FAQ thread: People play this guy I swear!
GcYoshi13 replied to Poultrygeist's topic in Bedman
I had some fun with that. -
What about meaty-ing with 2P? Will the two exceptions work then?
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Midrange is where you want to be alert and try to see what your opponent is doing. You're free to poke at that distance. Flying around constantly with active neutral is more dangerous than playing a reactive neutral. You have Task A to get a response from the opponent, which is active enough. The problem with what you said is regarding "when you choose to air dash, you shouldn't be getting AA'd every time you do so" is that this is hypothetical. Everyone intends to air dash and hope it doesn't get AA'd, but the reality is that it's not always the case. This discussion stems from the fact that an air based neutral makes you more vulnerable to getting air-to-air'd or anti-air'd. Why play a neutral like that when a reactive ground neutral has many more benefits? Air dashes are crucial when his pressure begins, but should not be overvalued in his overall neutral gameplan.
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I'm a bit on the middle ground here. Close ground TK Task A is crucial to force your opponent to react in some way. It's also a way of getting a Task A out that can cover a TK Task B and make it safe (and also a frame trap if it hits). Finding moments to throw this out in neutral is MU dependant. You'd probably want to do this carefully vs Chipp or Millia, but the rewards off of it, shouldn't be overlooked. That being said, relying on Task A too much as the autopilot go-to is starting cause problems for me in neutral. I'm still trying to feel for the best times to use it while not overusing it.
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Going to disagree. As I've come to play more and against better opponents, there's a lot of consequences for an air-focused neutral. Air movement should work in tandem with his ground offense, but prioritizing ground movement is the future of this character's neutral in my opinion. Aggressively air dashing too low makes you susceptible to ground pokes and playing a high air game makes you susceptible to 6Ps, air throws, or dash unders. As good players are beginning to figure out this MU more, it becomes more difficult to catch players with air dashing without prior pressure, conditioning, or set-ups. The largest reason why ground movement should be favored in neutral is because of Tension gain. Bedman gains no tension in air dashing unless he lets his air dash drag on (he does no inputs after). If Bedman performs an air normal during an air dash, he'll carry the momentum of the dash, but he won't gain tension for it. Tension is crucial for his gameplan and defense.
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Sol, Chipp, Sin, May ->Throw, fS, jK, jS, 6 , jS, cS, Task C, 2P, cS, jP, air Task B Elphelt -> Throw, fS, jK, 6, jS, cS, Task C, 2P, cS, jP, air Task B Axl -> Throw, fS, jK, jS, 3, jS, 2H, Task C, cS, jP, 3, jP, air Task B Slayer -> Throw, fS, jK, 2, jP, Task B, 2P, cS, 5H(1), Task C Potemkin -> Throw, fS, jK, jS, 6, jK, jS, cS, Task C, 2P, cS, jP, air Task B Millia -> Throw, fS, jK, 3, jP, air Task B, 2P, cS, 5H(1), Task C Zato -> Throw, 5K, jK, jS, 6, jS, cS, Task C, 2P, cS, jP, air Task B Ramlethal, Venom -> Throw, fS, jK, 3, jS, 2H, Task C, cS, jP, 3, jP, Task B Leo -> Throw, fS, jS, air dash 6, jK, jS, cS, Task C, 2P, cS, jP, air Task B Ky -> Throw, fS, jK, jP 3, jP, Task B, 2P, cS, 5H(1), Task C Bedman -> Throw, fS, jK, 3, jS, (jS, 3, jS) x 3, cS, Task C (not double seal, but most optimal combo) I-No -> whatever.
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Far from new. Ky has another variation: Throw, f.S, 9j.P, j.K, 3j.P, j.236S, 2P, cS, 5H(1), 236C. My memory is fuzzy, but I think 5H connects. The variation 2 you listed should only really be attempted on May and Millia. Venom, Axl, and Elphelt have far more optimal things.
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Doing God's work Wondertonic.
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http://www.mmcafe.com/tiermaker/xrd/index_customize.html?tc=ya0-tr7o5gabaqiaap7p2vac7zaddfae2ucz7zczapfm817mg1fmap7naq7m7z7nded22xabg4qwf2qt75-bkf-naGcYoshi13's Bedman MU -tiTier Chart for Guilty Gear Xrd-ct999999-c1000000-c2000000-tvFF7101-thDD3C3C-d1Very Difficult-x110-d2Bedman can bully -x210-d3-x310-d4Even or IDK-x410 Very difficult MUs: Chipp, Millia, Elphelt - Chipp is a case where Bedman has a lot of difficulty getting neutral going. Task A is a large risk in this MU due to YRC Teleport or just Chipp's general movement. Also Chipp's air normals are very risky to AA (especially jD). Also Chipp's 6P is very difficult to deal with. Chipp has just too many answers and options. - Millia is hard because of her ability to hang back and not even bother with Bedman's set-ups unless she's on the receiving end of a knockdown. She has no reason to ever be within Task C/B Dejavu range in neutral, and she can easily punish situations where you attempt to set it up. Also pin single-handedly makes the match-up incredibly difficult to deal with. Her new optimal combos shred Bedman, so she requires less hits now. - Elphelt's insane normals are difficult to deal with as it is, but cS+throw OS can invalidate a lot of Bedman set-ups that aren't absolutely tight. Also Rifle punishes Task A free. Hard: Sol - Sol's AA options are very strong (5K and VV). Air dive kick presents a lot of problems when 6Ping him. Also jH is super annoying. Kind of Hard: - Zato=1 is hard, but Bedman has a lot of ways around Zato during neutral. Bedman has solid ways to navigate around little Eddie. - Ramlethal, tracking swords make this MU very tedious to deal with, even if they are hittable now. Even/Up in the air/Don't know honestly: I-No, Ky, Faust, Venom, May, Axl - I-No's offensive options invalidates Bedman's only reversal (since she usually lands in time to throw during her oki pressure). Bedman's 2P and 5P are very strong tools in disrespecting her pressure. While Bedman does have troubles with HCL, her neutral is not amazing overall. Might be slightly in I-No's favor, but I need more experience in this MU. - Ky is legit 5-5 I think. Ky's air-to-air normals and anti-air normals are incredibly strong, but he's fairly fundamental otherwise. With no amazing mix-ups, it's mostly a footsies match and Bedman is fairly decent at that. - Venom is difficult to deal with in neutral, but Bedman has work arounds to avoid the balls. Might be in Bedman's disadvantage, but Venom lacks reversal options which leave him vulnerable after a knockdown. - May is tricky and you can't go air-to-air with her frequently. Bedman's 6P is the saving grace of this MU. May's beachball is very annoying to deal with once it's out, but Bedman can react with 3H. - Axl is a weird one. His normals make jumping and teching risky, but Axl also has a lot of troubles dealing with Task A. Bedman also can just 2P after his Sparrowhawk stance which will cover all bases. Lastly, nearly all of Bedman's most optimal combos work on Axl. - Faust is susceptible to 1H/2H/3H a lot and somehow Faust has difficulty dealing with air Task C (I think). You can get special confirms off of Faust due to his weird hitbox. His pressure is strong, but assuming you can react to 6H, it's not that bad. Probably slightly in Faust's favor. Bedman's favor: Slayer, Pot, Leo, Sin - Leo has a lot of issues dealing with 1H/2H/3H due his jump arc and 5F jump. Bedman's keep away options are hard to deal with for Leo and his fireball is punishable with 3H. Also even if Leo gets the restand, Bedman is the only character that's in throwing range, allowing Bedman to perform OS throw sequences depending on what Leo does. - Potemkin is difficult for Bedman once Pot gets in, but Pot has a lot of issues with Bedman's neutral. Honestly, this can go either way though, so Bedman doesn't absolutely crap on Pot compared to many other characters. - Slayer is ruined a lot by Bedman's dash YRC. Slayer has solid anti-airs to deter Bedman from jumping. Mostly slayer just has issues with Bedman's traps once he gets neutral going. - Sin hurts, but Bedman is considerably harder to bully than most characters for Sin. That's my gist of it really.
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Your question is still mad vague, but I'll try. Going from Beginner -> Good You'll need: - Distance awareness on when 5H will hit twice or not. Combos that involve double hitting 5H will lead into Bedman's stronger combos, but if the opponent is too far, you need to either cancel to 2D, Task B, or 2H (2H will work if the opponent is quite far or cornered). - Simple DejaVu mix-ups. Learn your tri jump and empty air dash lows after knockdowns. 6H is good. - RC combos. - Good use of 6P. - Corner throw combos. - Basic idea of using dejavus during your string. - Solid and comfortable air dash movement. Going from Good -> Great You'll need - Awareness when opponent is crouching to use the fS, 2S, 2H to combo, or to use the 5H(1), 2H when they are far away. - FD canceling your air dash to allow auto correct cross-ups, air throw resets, and fast fall without using an air normal. - Using Task A in neutral to set-up Task B DV safely. - Double Seal corner throw combos and a lot of elaborate Red RC and YRC set-ups. - Using 1H/2H/3H wisely to punish or pressure opponent from afar with little rate of whiffing. - Very solid MU foundation. - Learning the most optimal combos on different characters.
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
GcYoshi13 replied to Skyheartxia's topic in Bedman
It's Sabamiso's I think. Always legit. -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
GcYoshi13 replied to Skyheartxia's topic in Bedman
If you have 50 tension, always Red Roman Cancel. It's a free roman cancel due to the interaction of the teleport and RC. You get a RC without having to use the 50 tension.