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sterkenburger

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Everything posted by sterkenburger

  1. Try to confirm your j.S into Task C more often rather than air combo into task B. Sol 2P is an obvious tick throw setup so look out for it. Sol Anti-air is pretty bad vs bedman so you should try to be more aggressive when you have a knockdown and go for 2D rather than Task B is generally better in this matchup as u get to keep Sol out of his prefered zone and your self at a safe distance where u can punish him for trying to get in. 2D into task A will allow u to float toward him for a fairly safe max range j.S and your task A will return shortly afterward. As for blockstring don't end it short, go for a full c.S f.S 2S 2H to push him out of your face. IMO this sol is clearly not familiar with the match up , as he passed on some pretty good opportunity to out right punish you ( 66 BR , FN will generally force you to block afterward due to sol fast normal but he didn't react to it , same for the point blank DV Task B )
  2. Yeah dashing under his stuff is all well and good but u have to start it early else there a chance u still end up getting hit by BB / BR mid dash which can cause some problem if he cancel into anything else or simply run up. In general a good way to get back to midscreen. I personally prefer to keep blocking and punish his mistake with a precise throw or simply super jump out of gun flame
  3. Not really it's kind of a waste of meter in my opinion considering you can do the j.S 5H into 1H task C which will net more damage for that combo. The Air Task C seal is nice but i don't think that it a good invesment of meter as although it does allow u more combo potential from 1H, the pressure u get from it is lower compare to Grounded Task C. If the opponent is familiar with the match up chances are he gonna tighten his defense and block till our seal run out so we would better be off with the more damaging combos. Personally i only use RRC for 2D into 6H or Task C into 6H for the kill frequently. YRC is a much better use of meter on Bedman as the thing u can do with it is very rewarding.
  4. Your dash should not be used AT ALL in this match up. If you're predictable with it you're as good as dead. Sol 5K is insanely good and he have really good recovery on his special. YRC the dash guard point help but it still a waste of meter. BB BR and Farnir are all unsafe to dash through. Gunflame is the only thing u should be attempting to pass through but note that only do so if he YRC it, as most likely he gonna rush in with another move / dash / IAD afterward which will further your distance from him.
  5. Standing IB the BR will always do the trick afterward throw or 2P/2K . Even if it's only standing block, your 2P will trade with his 5K although it run the risk of getting DP. The trick is to block it while standing so u can recover faster ( earlier hit ) and sol take more time to recover ( hitting the ground ). Against BB even if you IB it , it still safe at a certain distance it's best to jump up, IB it and throw immidiately on landing, which guarantee u some damage. Farnir is easy to stuff with 2K or blitz. The hardest thing about this matchup is sol pressure can get really annoying if he manage to get us on the defense. Try to jump out of max range un-YRC gunflame in the corner + the above will definitely get u out of the corner safely. In neutral, control the air properly with your j.S can be tough as sol j.P is really strong and will beat all your air normal if it's in range + his j.S is also very good so it's better to stay grounded unless you are out of his immidiate space. The c.S f.S 2S 2H string will allow you to set up your task A fairly safely , but do watch out for his ground viper/IAD , just block/6P them for free punish
  6. Eh no it isn't. It was only added in 1.1 i think.
  7. Our f.S gonna be jump cancelalble in 1.1 ... This gonna help quite a bit. I don't know about 3H but you can probably get something out of it , 2H is confirmed to be combo able even on normal hit though. I've seen 2H > j.S > Task B
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