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madworlder

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Everything posted by madworlder

  1. I agree with that, especially if you're experienced against Axl since he's not very good at opening someone up.
  2. If pot gets in on bed, it can be pretty bad. if you're fighting FAB he'll flick Task A both ways and that probably gets pretty stupid. Task B beats Hammerfall hard, but if Pot blocks it you're gonna get Bustered.
  3. I've got some experience, you can dash guard point his stance attacks if he whiffs one completely, but you got to be on point with it. it's easier to just 6P the higher one since I don't think he can do the same one over and over again. don't try to 3H him if he's already in stance. it's really frustrating playing neutral with him and it's hard to rush him down. if you're at neutral, try to superjump and airdash up to throw A', be careful not to get too predictable with forward dashes, and don't throw A or A' anywhere close to the ground. don't try to play the zoning game at all, it doesn't work.
  4. it's pretty difficult since Chipp can really just wait for Bed to do something and teleport in. Chipp's 2H is gorrila af, it's so good on trade you can't really risk sticking something into it. I don't feel like Bedman should risk playing neutral against Chipp, go right in with low airdash KPP and task A YRCs to lock him down and establish Task B deja vus to apply pressure.
  5. Tsubu and LOX seem to get a lot of mileage from aerial Task B in this match, and I did too when playing it. it's hard for her to block Task B on reaction, but if she's already sticking out buttons you're bound to be hit out of it. Task A nullifies Notes, thankfully, instead of Notes just passing through Task A. 5P, 2P, and 6P are all useful tools in this matchup due to their speed and relatively high boxes, and of course head invulnerability on 6P. Jumping P is also good for sticking out in front of Bedman just to control space in this match. Task C and Task C Deja Vu ended up not making as much of a difference as I would have liked- it's too easy for her to destroy the seal and the Deja Vu clone. Plus, she's almost always able to punish whiffed Task C or at least force you to block a Note, which quickly leads to Bedman losing loads of health. The real key seems to be to control her air mobility. It can be hard to do, though.
  6. chemical love hits bedman crouching and all over the screen, so it's a tough life
  7. lol, I wouldn't lie to you. It's not really easy to hit with a random c.5S to be fair, but it's a lot easier than hitting with 1H raw
  8. Elphelt's weird and on a lot of characters 5HS won't hit twice if you don't start with c.5S, which is necessary.
  9. you can combo into it. c.5S, 5H(2) 1H RC activate TOP, that's how I did the mission mode mission..
  10. I've not fought Millia more than a couple times, but I'm glad that 6P is gigantic. Task C Deja Vu and airborne Task B are good at stopping her approach.
  11. every time the stupid grenade eats task A every time the stupid grenade hits me out of task C every time the stupid grenade kills my stupid seals every time every time
  12. Shadow Ninja 64, you are a trooper, thank you for transcribing these videos.
  13. Task C Deja Vu YRC is how I use most of my meter. Second is FD, then Blitz Shield, then DAA, then Sinusoidal Helios.
  14. Definitely can't low profile anything. He's got a lot of forward-advancing moves, so good spacing with f.S is a possibility, but I wouldn't rely on it too much since Leo's boxes are generally bigger than Bedman's. I need to play it more (I'm still not 100% of all of the properties of Leo's moves), but so far I definitely think Blitz Shield is the way to go when fighting this character since you can see the forward-advancing moves very easily and reactively punish. Task A and A' also got me pretty far, as expected. Leo's projectile beats both of them, but I'm pretty sure it's a charge motion and it definitely leaves Leo vulnerable to 3H. Leo also has some wacky counter thing he might be able to use to punish A'.
  15. that's the start of his airdash.
  16. You can jump, 5K, or backdash to beat Slide Head. You just have to be invincible or low-invulnerable.
  17. He has a move that hits on both sides that will hit you if you try attacking after a forward dash. I don't use 6H very often, but 3H was pretty good at the same idea. Mostly the person I was playing against just went in and mashed buttons, I wasn't great at dealing with the reset mixups having never seen them before, so that's when I started to try and Blitz Shield out.
  18. What an annoying character with huge boxes and stupid ambiguous stance things It's a good thing a lot of his moves are easy to Blitz Shield, but it leaves you wanting meter later on.
  19. Depends on what you guarded with it. Guard pointing a fullscreen stunedge from Ky can get you hit, for example.
  20. Never A' ever. I want to lab to see if it's possible to dash guard point Slide Head.
  21. A' is your way in, but in order to get the time to throw it, you either have to be in the air where they can't get to you, or you have to have B or C Deja Vu out to control some additional space. Throw Task A and whiff B or C to get the Deja Vu, then use Task A' while DVC or DVB is active. This is a general idea and changes a lot based on the matchup. I wouldn't throw A' against Potemkin at all since Hammerfall is hell. I-no and Millia will probably come to you before you can A' to them. Try a lot of things out and find out what works for you.
  22. You always need at least one DV to keep someone locked down, but you don't need the corner. The teleport from A' is +9, you can use it to cancel unsafe moves and reset pressure assuming you are able to use it from a Deja Vu point. Deja Vu Task B is also able to reset pressure, and if it's behind your opponent, it will push them towards you on block. Task C Deja Vu is strong for space control and mixup, but not so much for pressure. I haven't found a great use for Task A Deja Vu, but it's probably better than a regular Task A.
  23. His size and mobility are the two biggest issues he has. He also does not function well in midrange, if he can't confirm into 2D with 2K or c.5S, he's in for tough times.
  24. In my experience, the most important Deja Vu to set up is A'. Task B is great after midscreen throw, but I've stopped relying on comboing into 5H Task B since it has a tendency to drop. I usually place Task C in neutral since it's a lot safer to whiff than Task B and controls a lot of different spaces on the screen.
  25. Anybody have experience vs. Elphelt? I can't beat the character in neutral or get out of pressure. Seems like I'm reduced to punishing flower car, but that's even safe if done from the proper range. Generally, I'm having trouble getting in a position to put Task B Deja Vu on the board, and that seems like the key to most of his matchups.
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