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Everything posted by Mefistopheles
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Also meterless Deja Vu Task C Oki in the Corner is really important and pretty strong
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
This Bedman is legit: https://www.youtube.com/watch?v=zzyoVY8UnbA -
Oh i see. J.hs main purpose is for oki. By timing it differently you'll get different amounts of hits, so it's gettting tricky to block.
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Your goal in neutral should be to throw Task A out, so you can move in. But pay attention to your opponent and react correct. You shouln't jump much as well, because every normal will anti air you. 1. 6P, 5P, j.p, j.s, airthrow 2. Backdash is the easy one. The most important thing is to know the blockstrings of each character, and which move you have to instant block to create big holes in their pressure, so you can either jump out, mash, or dash in. 3. 8hs? do you mean 2/3hs? You can do a full air combo, which doesn't give oki or superjump > dash forward > j.p > j.s > land >236hs 4. There are some expensive setups for 75% or more in the corner or even midscreen. But these are to rare to use. Get first Bedman's basics down.
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Any string in 2D > Hemijack >Yrc > 2s or 2hs isen't meaty? Well here's a really specific one: When you get knockdown by 2d or 2/3hs you can use a well spaced Task A' Seal which barely hits when you summoned Hemi Jack. You gonna teleport and will be +.
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Yeah same reason you can't use Deja Vu Task B and C at the same time. The lockdown would be to damn good. There needs to be some holes.
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My thoughts about Hemijack after half a year: You have 4 solid opportunities when you can use it, A) After any knockdown Hemijack Yrc B) After Dust in the corner (Combo which includes Task A' into 2d 214K) C) 214Hs Yrc 2D hitconfirm in the corner D) 6Hs > 236P > RC Hitconfirm with Task C Seal in front of you The thing about these option is, their require at least 75%, in a game where you can easily deny Burst with 50% Tension or convert tricky j.D fuzzies. Thats why Option E) is the best one WHEN your enemey doesn't have burst: Everytime when they get caught by Task C Seal, especially when you're far away. This happens more times as you might think. You can easily lock somebody down, id the Task C Seal isen't that old + Task A + 2/3Hs.
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I have no idea how to approach this matchup. His neutral game is way too strong: - Jumping over balls is pointless because Bedman is really slow in the air. Venoms 6p and 6hs seems always ready - Dashing in balls won't work either. A smart venom player will take a brief pause before he shoots another ball. Since the tele dash has so much recovery, venom will start another blockstring - Ground normals / footsies won't always reward, cause i find myself often get hit by a approaching ball after i could score a hit - You gonna die in the corner unless you manage to create a gap with ib and teleport out If you can knock him down, you better don't let him play anymore. Could be Bedman's toughest matchup. Help guys. I need some ideas
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
Finally someone worth watching. -
The thing is, people don't know the bedman match up or feelin bothered enough to learn how to punish it in pmode. There are few times where i can use 236c or j.236c against my locals at all, because they know how to anti air it.
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Correct. In neutral you can only use your normals and airthrows. Also you should never use 1/2/3hs at all even in blockstrings, because he can teleport behind you and there isen't really anything you can do to get a good position. Your specialcancels/jumpcancels will get punished. Once you get a knockdown, release hell. If you can manage to trap him in the corner he dies within 2 combos.
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Just block & punish it. Air Version is -19, follow up is -13f. 6p or airthrow against j.d. Don't be greedy man. Just dead angle. Much more safe than helios.
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Got one! Requires 50% Tension: After you hit the second hit of 5hs you can reset your blockstring or frame trap people with 2D, j.hs, specials, deja vu's etc. Well IF you have 50% you can OS, after 5hs has recovered, Helios and go for 2k. This wont work against characters with 4f start up normals, because 5hs is -4f on block (Sol's 5k, Ram 4p, Chipp 5p, I-No 5p, El's 2p, Potbuster ~_~). Edit: Well this OS isen't really great now that i'm thinking twice about it. People can throw you out of helios. Well it's something.
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Soooooo i saw your Bedman Matches and here's my opinion: You shouldn't do superjump into task a&a' at all. Most of the time you not gonna it something with his head and good opponents gonna airthrow or anti air the shit out of you. The risk of getting down is way to high. Dont recommend it. Instead when you want an air task a out to approach, just jump barely high enough where the flight restrictions isent working, so you can do flight after task a and response to your opponents reaction. Mix this appraoch up with tk task a and 2s > 2hs and 2d. Your Task C Oki is not really good. 2d is only sometimes good with yrc. You could win so many matches if you could hold up your vortex. Nobody of your enemys knew bedman. you could easily open them up with 6hs and nobody responded correctly to task c & air task c (which is by the way a easy way to win brackets by just testing how much you can bully them with task c > 2p >......) So good Task C Oki (really important): if you end your combo with task C and your foe is right in front of you, you should do 214Hs > Meaty c.s > jumpcancel > flight > j.hs feint > 2k > 5hs > ... or hit with j.hs by doing flight just barley high enough. This will mess up soooooo many people who dont know Bedman Mu. You can also do after the jumpcancel: 83 immideadtly to get behind them or delay 83 because task c projectil with push them away so you wont cross them jump. When you have 50% Tension you can mix everywhere j.d in. Also when you opponent is blocking and you can't tick throw them after c.s, jc > air task c yrc to engage safely again
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So how do you guys think Bedman is doing after 1.1? Is he good? Is he bad? For some japanese players he might be secret s tier, on the other side he's pretty much at the bottom on fab's tier list: http://www.dustloop.com/forums/index.php/topic/9544-xrd-tier-discussion/ I'm not sure. At first he can be pretty tricky to deal with, but i think he becomes bad when people figured him out and feel comfortable in the bedman mu. Neutral can be tough, because he feels kinda slow, even with his walkspeed (which is pretty good close for tick throws) and his ground normals are slow / have no range / are risky (note: ofc 6p is godlike). Somehow i get always stuffed out of j.p j.s, which should be pretty great air normals. You need 1 confirm to get started, and even then flight is slow, so my locals are used to his high/low mixup even with feint j.hs. You can jab / grab / jump out of his 6hs. He can't hold against good zoners, because his head projectile disappears on block. Hemijack IS NOT viable. Dunno but the requirements are hard to get. You can only use it in the corner + you must have 75% meter. What's your opinion? I would like to hear it
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GGXrd -Revelator- Jack-O Hype Thread
Mefistopheles replied to Soudabuki's topic in Guilty Gear General
jiyuna said on his stream today, that the videos will go public again in a couple of days -
[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
Fino vs Hamenchu https://www.youtube.com/watch?v=JtWCmDfj4As -
That's why you sometimes have to use f.s > 2s or forward jump on prediction to Airthrow, but yeah i have the same problems against people who know this MU. His Jump + Flight is quite slow for trained eyes
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My 2 Cents: You're jumping way to much, mindlessly throwing out Air Task A's. It's a really bad habit, because a good opponent will start running immeaditalty beneath you and will Airthrow when you're falling or AA Air Task C, so dont give them those opportunities and jump only when your covered by Deja Vu's or when your close after c.s or f.s. Instead zone your enemy with f.s and j.s. If you have enough space for Task A use the TK one, especially against Millia who can run under Task A. When you have TK Task A out you can start approaching, but get ready to 6p or Airthrow, because they're gonna try to jump over Task A. If you expect Millias Pin, backdash or backjump. You should throw out TK Task A even after 2/3Hs. Also in the corner dont try to superjump out when they punished you once. IB or FD Shield until there is a gap, so you can dash into it and get out. Mix it more up after c.s: c.s > Throw c.s > Jumpcancel > Flight or Task A > j.k / Feint j.hs in 2k c.s > f.s > Jumpcancel > Flight or Task A > j.k c.s > f.s > 2s > 2hs > TK Task A c.s > f.s > 2s > run up 2k or Throw c.s > f.s > 2s > 2D c.s > f.s > 6Hs > Task A etc. Also i strongly recommend to end short combos into 2D and use sterkenburger's Mixup against Characters without Reversal. It helped me REALLY out. @sterkenburger: Cheers for that bro!
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I tested today a simple combo on the whole cast: 214hs (token should be close to the corner) yrc > 2D > 236P > 5k > 9j.s > 3j.k > land > (Task A Returns) > 214hs > Hemi Jack This works on: i-no, sol, ky, sin, mi, ma, ch, pot, sl, axl, leo, be You HAVE to start the combo with 2K on: el Doesnt work so far on: fa, ra, ve, za
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I dont think so, because his new Bnb has really much corner carry. I'd rather spend my meter here for Helios combos with post setups or unblockables in the corner. Unblockables already need 75% + from my experience you have to spend 25% for one yrc to win neutral.
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[Xrd] Bedman Video Thread (updated 3rd June 2014)
Mefistopheles replied to Skyheartxia's topic in Bedman
More videos from しぅ: http://www.nicovideo.jp/watch/sm26132866 http://www.nicovideo.jp/watch/sm26132961 http://www.nicovideo.jp/watch/sm26179054 Sabamiso against NOB http://www.youtube.com/watch?v=ZyXvPqqrJRc&t=40m8s My first 1.1 Matches against other german players. I couldn't go in pmode before this session so dont expect to much from me. However over the weekend i slowly managed to get use to his new stuff: http://www.youtube.com/watch?v=0ysE-ARbcfA&t=6m50s http://www.youtube.com/watch?v=sAFPl5ANCrU&t=12m50s -
Bedman is NOT a zoner. Since 1/2/3hs is jump cancelable and Task A comes back, his zoning tools are for the sake to get in. His ground normals are kinda bad, so he wants to outmove his opponent with his insane walking speak, his teleport dash and flight+his strong air normals. Once you managed to land a hit and convert it into a knockdown, the fun part starts. His mixup and setups are more about confusing your enemy, than trapping him. His ultimate goal is to carry his foe into the corner, because there you can spend your meter for unblockable setups or big damage. In BBCPE i am playing Rachel, and i think their both pretty simliar.
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Yeah the situation after j.d is kinda awkward after. I'm try to get used flight just at one point still, watch opponent's action and reply to his move Thanks for your help.
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Are you talking about DA and Reversal Overdrive? Already looking out to jump cancel in blockstrings! Kinda scared to jump against Ram though, because j.p catches me all of the time. Yeah you're right. I'm waaaay to reckless with Task C in neutral u_u It's kinda a desperation move, especially cornered against Ram. Sometimes you can catch them airborne when they're resummon swords. Well i tried to punish her burst with c.s 6p jc j.k j.s jc j.236hs.