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GcYoshi13

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Everything posted by GcYoshi13

  1. Necro pretty much nailed the common options. 6H, 2K, jD, or meaty dust are good options. I think you can Task A' after too. In very rare situations where the opponent is left with pixels of life and you have 50 tension, you can RRC and OTG with Task B for 3 additional hits in attempt to finish off opponents.. Never RRC otherwise.
  2. . I said to super jump to meet Millia in the air since Bedman's air-to-airs are generally better than Millia's. If the Millia is constantly super jumping to move around, then yeah I think it's a good idea to stay that high airborne a lot.
  3. it sounds legit.
  4. I sympathize completely with your feelings regarding hairpin. A lot of it is far too subtle. Would prefer a HUD indicator if she has hair pin or not (and also more apparent animations/cues if she picks it up or when it's on the ground). Dealing with hairpin is tricky. I also have troubles with it. You don't have a lot of options, but you can stay around her height to avoid it. Blocking it air borne is not bad, but just FD her if you're caught hanging in the air before she lands. You can always blitz it, and since it's fast, you can react almost immediately when she throws it. If she's moving in after, you can throw her if she lands, or just block her ground pressure. Blitz is risky however since the follow-up options (like throwing her) are not consistent. She's also usually not close enough to get rejected. I think the best thing to do is to just be patient. Hair pin is a way to get in, but once she uses it, you don't have to worry about it for a bit. Different Millia, but I placed 3rd in a tournament last weekend. 1:44:15 is the time stamp for the match. http://www.twitch.tv/finestko/v/5890927
  5. To be fair, I'm still trying to understand why my a lot of my air throws keep screwing up as well. It's good you pointed this out because it was on my to-do training room stuff. Looking at these matches, these are some things I observed. May be redundant as you are aware of some of these: - You like air Task C a lot. I don't know how I feel about this. It's true that it's either 0 or +3 on block, but can get blown up by Millia's air normals relatively easily. Most of the time, you were hit out of it or you were caught in a defensive situation after. If you're in the air after a tech, consider Task B YRC to reset neutral on the other side. - Another problem with air Task C is that it's hard to hit Millia with the DV version of it. - Do not give up the corner unless you absolutely have a good midscreen mix-up in mind. Round 1, after a good decision to 6H on her wake-up, you did a Task B DV mix-up that cornered yourself. You do not want that. - You have to get down your BnBs at the very least. I felt like I did not see a single complete combo. All throws led to nothing and your few good hits with 5H led to nothing. Bedman's combo on Millia hurts a lot. - On Round 3, if you hit Alarm Clock super from that far, you can still combo with jP. Hell, you can even do 2H I believe. - jP is really useful against Millia. Use that more. - Don't super jump unless you plan to air-to-air her. Bedman hanging so high up in the air is generally a bad idea. - I do like your use of air Task B to mix it up after Task A. It caught Millia off guard a lot. Also having a Task B DV is VERY important in this MU. - I think you realize this, but you need to keep track of her hair pin. If she has it, don't attempt to 6P her dash in attempts. Play neutral a bit more cautiously if she has hair pin.
  6. Figured I'd post something about this MU since I find it very hard for Bedman. I went into training to dissect this MU further. Here's some notes: - Be careful of throwing Task A. Chipp has a lot of ways to punish this. - Getting a Task B or Task C seal is crucial. Task C however has too much recovery to be used in neutral without getting punished. Task B (especially tiger knee task B) is very good at potentially hitting him if he runs into you. Because at how fast Task B DV is, it's a good way to protect yourself to get a Task A out or just maintain control on a certain part of the screen. - Chipp's air normals are very hard to stuff. 6P can beat Chipp's 5H if done early, but you have to get it off of a read. jD will either clash with Bedman's 6P or just beat it out. For this reason, it's best to generally avoid using Bedman's anti-air. DO NOT try to anti-air Chipp on reaction to his air teleports. If you get the direction wrong, you get 5A (won't beat out anything, but you can recover and block on time at least). You get the direction right and you still might lose to jD or jH (if you didn't react quickly enough). - Blitzshield is your best bet in reaction to Chipp's teleports. If you blitz Chipp while he's in the air, you can either go for a simple punish with c.S, Task C, or you can try your luck by ambiguously dancing underneath him before he lands to get a strong ground combo. - Fortunately, Bedman has a very easy and strong combo vs Chipp: cS, 5H (2), 1H, super jump, jK, air dash downforward, jS, Task C, cS, jump cancel, jK, air dash forward, jK, jS, Task C (deals around 240). - Universal things to look out for: Rekkas are all minus, so if you instant block, you have the frame advantage. His command throw is beaten by mashing or jumping. He can't cross you up in the corner using teleports. If anyone has anything more, let me know.
  7. Kind of hard to say. since most of these are circumstance based. Task A DV has a long time between the first and second hit of the ball so it's usually combined with a block string (such as c.S, fS, 2S, 2H) into another DV (preferrably Task B DV). That's a string that is generally tight and the only option the opponent has is to FD it to get out of the blockstring early. Task B DV doesn't isn't active for very long, but it's fast. Task C DV has a good hitbox but on its way down, the opponent can avoid it. Sticking out a normal to force the opponent to block between the Task C 1st and 2nd hit is preferrable. Any normal or Task A should work. These are just some examples. While it's important to cover as many angles of approaches as possible, DVs themselves already do a good job of that. Bedman should be focusing more on the pressure while the DV holds them in place, and not the other way around.
  8. In this specific case, the first combo may have too much hitstun to allow the opponent to tech. The latter case is where the opponent is hit by a Task C with good conditions that never allowed a tech (good fall rate and weight combined withTask C height). The middle happens to be a case where you have just the right amount of hitstun to allow a tech, but it's not far enough in the combo to achieve a fall rate as the latter combo. I read earlier that you were having issues with Task C not ensuring a hard knockdown. I think you already know why it may not cause one, but for those who are unaware I'll just elaborate: Task C hits thrice. The last two hits are close to eachother near the end (one hit for bedman landing and one hit for the shockwave). The 1.1 patch made it that if the hits are close together, the hard knockdown is ensured (as opposed to pre-patch where we had to hit the opponent higher with Task C to separate the last two hits so the third hit doesn't otg anymore). There's still the extreme case of the opponent falling too fast (way too far into a combo) and the third hit still otgs (Example is doing a double Task C combo on May after a throw). I was also having troubles with this against Potemkin and was getting annoyed how he would tech forward out of Task C and I would get hit by his jHS early on in a combo.
  9. Some instances when you hit a 5D near a corner (but not right by the corner), they will get a wall splat, but be very high up. This happens a lot after letting 5H be blocked (both hits) then doing 5D. How do you typically confirm off of this? Do you just let them fall down before going into your strings?
  10. Neutral against Elphelt is tricky but once she's knocked down, it's the same stuff against any character. Her reversal options are limited, so that's one mark against her. - Recklessly air dashing attacking is generally a bad idea because her ground normals cover the air well. Her 6H has a massive hitbox so it's bad news. - Most strings that have her pull pineberry is negative I believe. You can counter poke with far S or 2S I believe. It may not punish but I think you're still plus. - Ground bridal express is negative unless the active frames hit very late. You can at least throw it. If done closer to you, you can punish with c.S if you IB. - Air bridal express is +, even with IB. However if you chicken guard it, you can air grab her. You may also be able to land and punish her if you're close enough to the ground. - Shotgun is brutal, IBing it will allow you to poke her out of it if she does something else. Be wary of command grab. - Her unblockable set-up can be escaped by blitz shielding then moving (either walk or dash works). - 6P will beat most things she does in the air. It may clash with her air bridal express. - Do the basic combos on her (still hurts). She doesn't combo well with the new air combos. You can do 5H,1H, jump, air dash downforward, jP, ground Task C, 2P, 5S, jP, Task B for a double seal BNB but your timing needs to be good. All other new combo variations (dust combos for example) work well on Elphelt. - You can use pineberry as an easy way to dash yourself out of a corner. - Be wary of how your hits interact with her pineberry. If she activates it but keeps it on herself, you may need to adjust your combo.
  11. Most consistent and easiest combo you can do is: j.D, RC, 3 (air dash towards opponent), j.S, c.S, 5H, Task B. This works on all of the cast. If you're timing is good, you can do j.D, RC, 3, j.S and link a 5H when you land. If you do this right, you'll get the double hitting 5H that can lead to an air combo. There are a lot of variations you can experiment with. Another one worth noting is doing c.S, f.S, 2S, 2H after you land, but remember they have to be crouching for the 2S->2H string to combo (they should be crouching anyways if the IOH hit them unless they were mashing). Note that this string is spacing specific and 2H may whiff. Also the follow-up after 2H is tricky and I think so far you can only get j.S into Task B after it (or any short air combo). You typically want to RC fairly early so you don't fly too far away from the j.D bounce. It's possible to hit confirm this, but your reaction needs to be good. Even if they block IOH j.D and you happen to RRC, you can still continue pressure at least. Character specific wise, j.D is fairly universal. Do note that on Faust, j.D hits notably later (because his crouch is really low). This requires you to change your RRC timing a little. All other characters are hit at similar times by j.D
  12. Yeah it loses to mashing a lot, although there's a timing where you can probably get it to hit meaty (but it can still lose to wake-up throw). YRCing it is a very strong option. If you crossed opponents up before already with 6H, you can do the start up of 6H, YRC it before it crosses up, and get them with 2K. This is probably the most conflicted change for Bedman, but I still think it's a better move overall.
  13. I feel like Task A' on block/hit puts you in a situation where you generally win if they mash. I do 2K after my teleport usually. You may need to adjust your timing.
  14. My main issue with the TK Task B is the link afterwards. I can't seem to get non-otg 2P, or c.S. It has to do with how the opponent is juggled by Task B, but I don't know the trick so far.
  15. Don't want to turn this into a tier discussion, but he feels the same albeit with much more reliable tools. Of course once we optimize the really good combos that generate 2-3 seals with nasty set-ups, we have ourselves a nutty character. The large problem is that a lot of these combos are very character specific. We'll have to work together make a list sometime.
  16. c.S->f.S still works fine. You can adjust your distance too if you wish to give up corner or not. 5D into Task C still works midscreen but it's very difficult. Have hold forward after 5D then do Task C. Opponent can quickly recover, but in a match, it may have more lee way if they don't tech perfectly (aka fraudulant gray combo). Those swag combos are very hard (the link to get a non OTG after task C is very hard it seems). On a cool note however, Bedman doesn't have opt for a super jump confirm off of midscreen 5D anymore . 5D->Dash->c.S works now. It's pretty neat.
  17. Frames swapped around. visually, you can kind of see Bedman's bed arms clamp down now. Gameplay-wise, I've been hit a few times after the teleport but before the 6H active frames came up. For your 2nd question, probably, but maybe not enough hitstun. I was trying to do the combos in some combo videos and they did 6P->5S. Yes.
  18. Patch dropped for JP versions so I'll update some notes I found here in case you guys were curious. Some of these are know already but it's just to clarify: - Bedman's task A' (and DV version) is IMMUNE to the blitzshield projectile stagger changes. Bedman will NOT stagger if he does point blank task A' and the opponent blitz shield's it. - Task B has much more hitstun, but at higher distances will not guarantee the hard knockdown (especially with large combo proration). For example, midscreen dust combos ending in Task B more or less work like they did before. - Task C will cause guaranteed hard knockdown now. - Full Screen non CH 3H can only be followed-up by Task B. Converting off of 3H even in CH is very difficult because Bedman's air dash + his normal hitstun doesn't allow him to get a good confirm. Most reliable confirm off of CH 3H is just j.S into Task B. CH 2H has better options. - 2S will gatling into 2D. Far 5S will not however. 5S->2S->2D works well, but distance should be evaluated as 2D may whiff if opponent is already too far. - 6H's frame nerfs is noticeable. However where it got nerfed is a bit strange. 6H will still teleport just as fast as the old one, but the active frames come out much later post teleport. - Task C off of far 2H may need to be delayed on smaller characters so the bed drop part of Task C doesn't whiff. This is important for combos such as close 5S, far 5S, 2S, 2H, Task C. - 5D corner follow up is now dash friendly. You can cancel your 5D dash follow up into anything. Note that 6H is no longer a good option for corner follow-ups anymore. Best one is likely to be 6P, close 5S, 6P. - Midscreen 5D can now be followed up by dash into c.5S (since Bedman's dash after 5D is cancel-able now). You can do 5D, dash, c.5S, into Task C midscreen. - Dash should be used the same way as before. Seems more reliable, but remember that he warps further away from the opponent now, so you are unlikely to immediately punish. Will update a bit more as I progress. Edit: - Axl's hitbox is strange. He flipped out of Task C a few times. Maybe because he's super heavy?
  19. Did they make Bedman's air combos easier/more consistent by any chance? A lot of his new optimal stuff seems to bank on more technical combos now.
  20. https://www.youtube.com/watch?v=YtBUIA_3_sA I got 7th at NCR2015. There's some wonky neutral going on here. Any tips will be appreciated.
  21. If j.236S lead to a hard knockdown, then that damage nerf makes every sense to me.
  22. Dash parry is only okay against the Note. Generally, I feel like I get nothing out of it since she recovers by the time it gets to me and she's usually forward dashing by then. It doesn't really reset neutral in a favorable position which is why I don't really feel like it's worth doing. Not to mention she can curve the projectile and bait you out.
  23. This Bedman make all the ones I've seen so far 2x slower. This guy is frantic. I love it. What's his name? Edit: Someone told me it's Shi-u.
  24. Air dash j.K, j.D into more pressure is somehow something I've never thought of. This will really change things up for me.
  25. http://www.twitch.tv/norcaldogfight/b/612518159 I got 5th out of 44 entrants in the most recent Norcal Dog fights. I have an idea of what I did wrong, but feel free to give me any more pointers. I'll list time stamps: VS Pot (3:18:20) VS Elph (3:54:20) VS Pot/Sol (4:32:40) VS Ram (4:52:00)
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