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Everything posted by GcYoshi13
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cS, 5H(2), 1H, super jump, float, air dash down forward, jP, ground Task C, 2P, cS, jump forward, jP, air Task B is very practical against Elphelt. The sequence after 1H should be done quickly and you want hit jP where you land in time to link the ground Task C afterwards. It's very practical.
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
GcYoshi13 replied to Skyheartxia's topic in Bedman
Nice stuff from Kishii. While the Hemijack set-up is nice, I also like some of his confirms on the May player. Air Task B into up forward air dash into air task C to bring them down is also very clever. It's a good way to score the hard knockdown on some confirms. -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
GcYoshi13 replied to Skyheartxia's topic in Bedman
the video doesn't seem to go as far as 3:40:00 -
nice find. How distance dependent is this?
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I think Dash is fine as is. I have never found someone who legit thought it was overpowered. There are many who have found it frustrating to deal with, but to be fair, Bedman needs this because his air options are too slow to escape the corner. His best option other option is to super jump, air dash up, then Task B YRC, which not only costs resources, but is a very long process. Dash also makes a lot of match-ups much more bearable. Axl, Venom, Sol, Ky, and May would be much more difficult without it. Plus it's not active until frame 3 (also add in the type if input it demands). The recovery is long enough to punish, so I don't know why you need CH state. You can get a heavy punish without CH. The only thing that is pretty dumb is being able to YRC it. Makes exposing Slayer quite easy. Guard point Dash YRC and then punishing is pretty cheesy on some characters, but I don't care.
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I was testing guard point dash at one point in an offline session. Successful guard point dash is 0 frames. Theoretically if your opponent throws out a projectile and you dash it, you have equal chances of throwing each other. You can always block a meaty attack after a guardpoint dash or jump to evade a throw. I tested with a friend when I told him to throw Leo's H projectile and attempt to throw me after I teleported. He could not get a successful throw out of 30 tries when I held up after the teleport. Not sure if you guys knew this.
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S projectile is still slow and react-able. Even more so if you can read his charge. Hitting Leo will remove the projectile. There's little consequence for doing grounded Task A. Even if you make a bad read and get hit by the projectile, there's not much he can do unless he very close or he YRC'd it beforehand. The problem with jumping too high and throwing Task A is that it gives Leo an opportunity to get in. You can Task B in attempt to change your landing spot, but this is very easy to punish. Furthermore, a Task A at that height generally never hits anything.
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Leo's Projectile is large, and I don't think setting up Task A to avoid the projectile is a good idea. Sure you can snipe him with a DV Task A if Leo attempts to throw a projectile, but at that height, Task A is too easily avoided by just moving forward. The best option for his projectile is to 3H him. The long start-up allows that kind of punish. You have to be careful about his dash special though. Its hitbox is very good and can hit you out of your jump too.
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You play very similar to me lol. I can't really critique this well since you're also very good, but here's some minor things: - If you can react to your hits when your opponent is crouching, then fS, 2S, 2H combo route is a possibility. That will do a lot more damage and lead to better set-ups than 2D. If done midscreen, you can do a TK air TaskB or ground Task B to get distance and leave a marker near your opponent. Edit: I actually saw you attempt it in one round. That's good. - I'd like it if you did 6P more. Zato's air to ground moves are okay. Critiquing Zato MU is also very hard because there's too much variation for any advice to be consistently useful. - I know it's online so IBing is hard, but it's very important in the MU to IB Zato's drill if you can. He goes from +2 to -1. If he did it on Meaty, it may be different. - If you're caught in the unblockable, I think there's nothing you can do other than mash (or time) down blitz. At the very least, it will screw up his timing. Zato will get rejected if he's too close. Note that you will still get hit after the blitz, because the drill's active frames, but it reduces a lot of the damage. The rest of the MU is mostly just, "don't mash here, when little Eddie is here" and etc. Maybe more fuzzy should be attempted? Also when you air tech, FD for a bit. I also have this bad habit and your friend didn't noboru as much early on to punish it. I also have a bad habit of teching too eagerly and predictably. I do like your Bedman overall.
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he did an air dash first I believe. I also am not interested in his starter, I am more interested in the 5D into double jH independently
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Can we discuss and begin experimenting with the combo at 15:36 of this video (Maruken's Bedman): https://www.youtube.com/watch?v=6-gWu3ulQjE A double dust corner combo that involves 2 jHs seems very strong for closing out a round. The problem is that the second jH whiffs a lot when I try it. It could be a timing issue. It's possible to do this after a air task C BnB. Example on Sol: cS, 5H(2), 1H, jS, jP, jS, Air Task C, Clock super, 5D, jH, jH, cS, fS, 2H, Tiger knee air Task B. I was only able to do this once. Let's try to figure this out.
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Thanks. I still need some new cheap tech and need to study a lot of character's neutral.
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I got 25th (top 32) at Xrd singles and I helped win it for my team for the Xrd 3v3 Arc Revo Qualifiers (teamed with 2GB's Venom and LordKnight's Millia) I lost to Woshige in winners (could only get one round off of him) and Jonio (or was it Tonio?). Jonio played Leo which I beat, then he swapped to his Chipp and I lost two. Teams I managed to pull some weight. I sweeped two teams and against one team I managed to beat two of their players.
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I'll be at EVO as well. I have Moshige in my pool. I don't know any other names in my pool.
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So... 1 hit of air Task B as a mix-up option? Seems like the weakest mix-up I've seen so far in this game.
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Some notes: - Optimal combo off of 5S/2K into 5H(2) is: 5S/2K, 5H(2), 1H, super jump forward, jK, air dash down forward, jS, Task C, cS, jump forward, jK, air dash forward, jK, jS, Task C. - Be very careful of Chipp's jD. You can't 6P it. Blitz is likely your best option. On Blitz, either go for a simple confirm, or if you get greedy, wait for him to land and cross him up for a high damage combo. - If Chipp somehow ever does his flying kick special, it's a free air throw. Even on block. This is the most reliable way to punish it. Chipp can still recover from the move and jump out or fall down with jD. - Chipp's ground pressure is annoying, but not dangerous. Watch his Rekkas. You want him to go for his second Rekka, since that's -7. That's your cue to attack. Likewise, his overhead is pretty slow, so you have plenty of time to react to that to either stuff it out, or just block and punish. Watch his meter and burst for RRC if he attempts something risky. - Alpha Blade is very punishable if you IB the follow up. cS punish is viable. - Chipp teleports high up for his teleports. If your reads are on point, you can air throw him. Don't try to 6P it.
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These notations somehow takes a lot of time to figure out in my head. If you're referring to the air dash FD cancel cross-up stuff, then yes it's very strong and is likely to open anyone up. The problem comes with the type of confirms after, which are very difficult to pull off. It's a very elaborate sequence and I have not seen any Bedman (US or Japan) pull it off in matches.
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I think it's too much effort for what it's worth. A slow OH with little reach and little reward. I fully endorse 5D in the corner though. I think you have better options mid-screen, but I can't make a good argument for that actually because jD also doesn't lead to much without a proper set-up. In some MUs, where midscreen 5D combos are much more elaborate, I think you are correct.
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Chipp's DP has too little invuln frames to stuff Sinusoidal Helios. His air Beta Blade is only invuln frames 1-4.
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VS OmniScythe (Elphelt) - FD if you're going to jump out of Elphelt pressure. Especially while cornered. - Don't fuck with Sniper rifle. I also tried doing that Task B YRC Task C shenanigans on her once and it fails hard if she reads it. Block sniper rifle and hit her with 3H if she tries again. Watch what she does and react. - If you ever find yourself above Elphelt, you need to FD. Try Blitzshield if you're really feeling the read. - Play a lower altitude game against Elphelt so she doesn't blow you up so hard with cS. Resort to a ground/jump height game and super jump less. Super jumps are useful if you need to escape but be wary if she's right below you. - Task A should be used a lot until she answers w/ Sniper. Once she does, play footsies to throw off her aim, and don't forget 3H exists if she's reluctant to shoot or if she shot already. - Last round she hit you with something very dirty that you may not be aware of. Pineberry still moves during the flash of her Bazooka overdrive. It seemed like you were already hit by it once she fired the bazooka. Just be wary of future games where an elphelt will throw pineberry then go straight into that super, because the pineberry will already be at your character's feet after the super flash. - Not really a criticism, but learn optimal Elphelt combos if possible. Her double seal corner throw combo is very easy to pull off. - Are you intentionally doing 5H after Task A'? Because that is incredibly easy to blow up (it was obvious Omni was mashing like crazy after your teleport). You know you're plus on Task A' already, but don't go 5H after it if your opponent will disrespect your frame advantage. You attempt something reckless after conditioning your opponent. However I do like that idea of 5H after Task A' for player's more experienced with the MU. VS Mynus (I-No) - Not discrediting this win (your set-ups were much more on point), but Mynus really was showing a lot of respect (maybe he didn't know the MU). Your crazy use of jP was interesting. Does it beat most of her options or something? - You began to just Task C all over the place especially at the 2nd game. I'm trying to understand why. Are these anti-air reads? + I really do like your throw mix-up after a knockdown from Task C midscreen. I keep forgetting this exists and need to abuse it more after conditioning my opponents. + Your corner confirms are good. I need to also do 2H from 5H more. I like that a lot. VS Esports (Sin) - Tiger Knee Task A is very useful in this MU. If you have nothing to do full screen, at least get a ball out instead of doing super jump Task B or something. - Super jump Task A' is always a weird concept to me. I understand why you would do it, but to me it feels like a plan with no purpose other than a hail mary trick. I think there are better things in neutral to do. Also, in your match against Matt Coma (2nd I-NO), your super jump Task A's actually hit, and even you weren't prepared to confirm off of it... so I don't know really. - If you EVER feel like he's going to eat, you have 1H/2H/3H to punish him at nearly all distances. - I really hope an experienced player will begin to blow you up for those super high air Task Cs that you seem to love. + I really like your tick throw game that you have going on. + Good anti-airs. + At least you began blocking at certain points (which incidentally are the rounds that you did quite well in). VS Matt Coma (I-No) - He looks far more aggressive than the first I-No. - Task A is NOT a wrong approach to the match-up. The problem was you threw Task A, then did nothing but watch it. Twice he air dashed over it, but you took no action to advance or follow-up on your fireball. Also you never threw another Task A or even replayed the DV version of it once Task A collided with his note. - Also remember that if Task A collides with note, you can throw another Task A for free. If your Task A survives, use the DV for a near recover-free fireball and make a move or react to the I-No player's move. - You seemed very reluctant to even attempt to block at first, but I'm not sure if you just guessed wrong. Blocking I-no is a nightmare anyways so I don't blame you. He also had a lot of nasty stuff going on in the 2nd game. - Thank God this I-NO began to call you out on the random ground Task Cs. I was wondering how long people were going to let you get away with that. - Your neutral is all over the place and has I can't see gameplan. It's hard to describe anything you were doing without using the word "random". You failed to get any stray hits with jS. + jC won you a round at least. It backfired the round after when he blitzed it.
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I wasn't trying to roast you. I was asking because I legit don't know the answers exactly myself. Air throws in this game have some good properties but landing them is super weird and inconsistent sometimes. Also I don't know the Bedman's air throw range very well and how it compares to his normals. I'm willing to say it's almost around jP range if not shorter, but the vertical hitbox of his airthrow confuses me.
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backdash? How is that relevant to getting an air throw with this? In fact, why would I want to air throw while air dashing as opposed to throwing out a jP, jK, or jS, which all have a lot of uses with generally little consequences. In most cases, I think one would prefer to attack even if air throw is a possible option?
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I experimented with this, albeit only in training room. It seems incredibly convoluted and difficult to get air grabs with. I assume the inputs is: jump, air dash, immediately FD opposite direction, then attempt throw (preferably option select it with a different button). If there's a trick to doing it, that would be helpful because if my inputs are not clean, I get a lot of weird unintentional things happening. Also off of a normal jump, it doesn't seem good, are you attempting this more off of super jump height?