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Everything posted by NecroTheReaper
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I honestly havnt been having too many issues outside of matches I feel are unfavorable. His damage is small off non situational hits, but off a close range confirm or 50 meter and it gets huge. He can deal 1/2 to 2/3 of a person's hp with Meter. As for pressure, are you using his jump cancels? A lot of people have a hard time AAing f.S>886>j.K>j.S or j.K>j.PP. Dont forget you can also just jump forward to throw off their timing or do 88>2/1 to bait their AA I will agree though that his pokes do seem mediocre. 2K being 6f is a great help, but he doesn't really have moves that are just "throw it out there" except for Task A. Honestly, I think his dash would actually be of more use as an actual dash and not a defensive option. I mean, its badass, but he needs to be close to do anything to the opponent.
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Yeah, based on accomplishments, its DBZ character vs Hellsing character. One gets beat on a daily basis to beat the next bad guy while one is just a badass from the start that only needs to get serious if its literally an army against him
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If you were to take them as is though, Ragna would literally only need 1 ID to kill Sol. Is it smartass-y? Of course, but it still exists that normals in BB do like 10-20x the damage based on the system lol
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You cant compare their frame data and mechanics, like I just said lol. But I agree that I like Sol more than Ragna. Plus, Ragna never punched a missile and took it for a spin to a different part of the world.
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Just by mechanics, Ragna could kill Sol in 3 hits with his 5A due to simple HP differences, so I'm pretty sure we're avoiding mechanics
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Bedman Q&A/FAQ thread: People play this guy I swear!
NecroTheReaper replied to Poultrygeist's topic in Bedman
I asked the question before, and it changes depending on what you dash through. A full screen projectile will definitely put you in a bad position if you forward dash it, but maybe a mid to mid-long range poke coud get you in -
Corner, 50 tension xx>HS(1)>RRC>5D>f.S/6HS>236K>c.S>5HS>1HS>236C Pretty much as long as you can hit with 5HS and have 50 tension, you can set up 2 DV seals in the corner. Depending on distance, use 6HS or f.S to keep em cornered Edit: even c.S can RRC into 5D, so I guess as long as you're close enough, it can work
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Tsubu used it enough to notice against FAB, but he also only won like once or twice out of their set. Until proven otherwise, I'm just gonna say if Tsubu does it, its ok lol
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Unless its A', you'll still be notably minus on guard. I like to really push my advantage while I have them blocking.
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I don't like to use 6HS all that much outside of combos, but crossups are good. Bedman has a lot of em too. The j.HS I do use, mostly for when they just plan to block. This move is really good for you on block just because of how much it cranks their RISC gauge. If you get 2 float pressure strings, you can pretty much guarantee RISC will be flashing by the time you land.
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I think YRC needs to benefit him more. Its pointless to YRC anything that isnt a DV move, which gets difficult when they're wiping out your DV seals. For pressure I typically do xx>886>j.K>j.PP/j.S, which keeps yoy fairly close to the opponent. 8 way air dash makes people scared to AA, plus if you do 889>236C, you can be + on block.
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I know that we can walk under her 5HS for this MU... other than that, I've only faught like one that knew what they needed to do. I've just seen them do 5HS and sniper all day long. I think sniper is punishable if you forward dash through it though.
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I didn't day it was slow, I just didnt emphasize that point xD
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Wakeup reversals are already a pain, wakeup OD's are even more-so. Honestly, thr only MU's I dont even wanna think about are the obvious top tiers and May. Other than those, Bedman can be quite a pain for some people to deal with (though, tbh I don't see a lot of people playing Bedman). Once a DV move is out, it stays out even on block, so DPing can be a bad idea for some. We do only have a walk, but kinda funny that (from what I've seen) can low profile a few moves, just dont expect it to be crouching faust.
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While I would love to have not every move in the game wreck DV seals, I feel like using that would end up in poor sport. Might not make Bedman "good", but... I'd rather not give the impression that "Bedman cant win without glitches".
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How are we suppose to compensate for the fact that Bedman wont change direction period after floating?
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So vs faust, should you just forget about 236B oki in these situations?
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Note, you can switch between 886>j.K>j.S with j.K>j.PP on all characters except Faust and Millia (note that j.K>j.S can wiff these characters, but j.K>j.P hits them) to vary the amount of overheads plus possibly go for a sneaky tick throw since j.P has low blockstun (careful to not get counter thrown). Also, if they respect either of these, if you input 236K right after, it gives you j.236K. These are just things I've used lately
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Damn... not even if you delay it slightly? Oh well. I just was experimenting with the way his moves behave on block
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I think you mean 1/2HS on that second one lol. A simple throw corner combo I used that gets good damage was Throw>5K>f.S>j.S>3j.S>c.S>236C Also, anyone know you can combo from 5HS>j.D IOH crossup with an RC?
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Honestly, this is a character I'm less worried about combos on and more concerned with mixups. He can easily take half your bar from a c.S confirm, or a f.S confirm with a RRC, but the combo paths are all very simple for the damage. Honestly, while they look awesome, I've almost ignored float loops.
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I think he means that her just playing her neutral kills all DV seals... played against a good one today. While I wont say that I'm good, people ha e had a hard time dealing with my Bedman (prolly inexperience). Her dolphins cover EVERY angle you could hope to put a DV seal. I have no idea how air to air goes with her (honestly, Bedman not auto-correcting when he crosses up with float is hard to deal with). Usually if I got the first hit, I could do some damage, but getting to her is a nightmare. Why cant we just be able to YRC our specials for seals? T.T Edit: actually started thinking, maybe this MU needs more 1/2/3HS zoning. Its the only attack I can think of that wont get cancelled out by dolphins and has a far range. At least until you get set up and in on her
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On a successful GP, does Bedman's dash have punishable recovery?
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Dude, hes wearing fking purple and knows everything. xD Does Bedman get anything good off CH? I figured if you were close enough for 5HS vacuum, goin (c.S)>5HS>1HS would wreck his health
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Man, I was hoping it could be used to call out grabs... oh well. Does the j.K>j.P gatling serve any purpose other than hitting crouching Millia? Edit: how do you confirm a long range f.S non CH? Just take the time to set up or is there somethin I can cobfirm into that isnt death?