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Tiamat

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    TiamatNM

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  1. I think 2P is better than 5P for anti air against his glide. It's 1 frame faster. Generally you want to avoid trying to zone with projectiles and stuff cause he can just dash through or eat it with his stance. you should join us on the Bedman discord it's more active than here https://discordapp.com/channels/176868284518367233
  2. after you land do 6H 236H instead
  3. I don't know how he does that combo either (the 2nd one). I tried it. The first combo is just hard timing.
  4. Thanks, forgot it worked on him. Better damage than sj.PKS
  5. I updated this 1H combo list http://www.dustloop.com/wiki/index.php/GGXRD-R/Bedman/Combos#Combo_List
  6. I don't think anything happens in DC.
  7. if you don't want to cross behind them when the 236K hits do 8236K or 7236K
  8. The raven match you just kinda got steamrolled. If you look at it you may be able to figure out what spots you could have done something differently. For example, at 15 second into the video you whiff a f.S but you recover before Raven's air projectile gets out. Always keep your eyes on the opponent character. This was your chance to get away from it but you just stood there and blocked. You could have backdashed for example. Then you wouldn't have had to block it and get pressured which lead to everything else bad that happened. At the start of round 2 you do forward j.K but nothing after it. If you were going to jump forward with an attack probably would have been better to use another button with gatling options (j.P for example).
  9. Combos vs Kum: 1H to sj.PPS, sj.PKS, or sj.SPS all work 2H sj.S 3 j.S 236H works if you're close enough. From further away you can do sj.86 j.PS 236H. Full j.S loop from corner throw works Combos vs Raven: 1H to sj.PKS and sj.SPS work 2H 886 j.PS 236H c.S 236H corner throw 5K j.K 3 j.S 2H 236H 2Pc.S j.P 3 j.P 236S for double seal
  10. it crosses up if it connects with the back of the enemy character I think I remember that particular trial and it's pointless though
  11. During neutral it is pretty bad because it takes so long to do. From generic oki setups (2D knockdown) the mixup after a blocked 236K is poor. On a frontal guard Bedman is too far away to do a good mixup and doing a blockstring into the DV is pretty useless. Unless they tend to get hit by 6H a lot it's just not very effective. If the 236K is blocked as crossup or their back is to the corner you will be closer and mixup possiblity is much better. 236K also whiffs over about 8 different character's crouch guard as of the current version of Revelator. Doing a TK 236K is wakeup jumpable from knockdowns like 2D and throw unless their back is to corner. Another problem with doing it from basic knockdowns like 2D is that blitz into throw OS is very effective against it. There's not much bedman can do to counter this. There are also character specific ways to make it miss on wakeup (slayer mappa BDC for example). If you can combo into 236K it is generally worth doing. It allows for tricky mixups.
  12. Burst Helios does have throw invulnerablity. Normal throws do not work. However, if you are able to invulnerable through the attack his throw invul will have ended by that point.
  13. Yeah after 2D I think RC to 6H is better than 2H. That player did some weird confirms in a lot of places and not in a good way. He would do stuff like combo to 2H j.S 236P. The thing is, that's not a combo because they can tech after the j.S if you do 236P. I dunno why he did some of the things he did.
  14. Bedman vs Leo matches
  15. Is 6K an overhead? If it is, maybe you're supposed to shoot the ball as oki and get the ball to connect during the stagger time so you can combo. I see j.D is the crossup kick.
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