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Everything posted by Tiamat
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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
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after you land do 6H 236H instead
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I don't know how he does that combo either (the 2nd one). I tried it. The first combo is just hard timing.
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Thanks, forgot it worked on him. Better damage than sj.PKS
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I updated this 1H combo list http://www.dustloop.com/wiki/index.php/GGXRD-R/Bedman/Combos#Combo_List
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I don't think anything happens in DC.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
if you don't want to cross behind them when the 236K hits do 8236K or 7236K -
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).
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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
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
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 -
Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
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. -
Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
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. -
Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
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. -
Bedman vs Leo matches
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Haehyun[Tuner] Pre-Release Speculation and Analysis Thread
Tiamat replied to Baf0's topic in Kum Haehyun
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. -
I don't think the system changes have much impact on his matchups. Against all 3 of the new characters I think Bedman is probably no worse than 5-5. Even though Johnny is really strong he is a big character and lacks reversals so that works well for Bedman. You can zone him if you're far away enough, but need to be careful if you're in range of his long normals. Jack-O matchup could be complicated but you've got stuff to work with. 3H being able to hit her from far even when her projectile field is up is good. 2S seems good for killing houses due to quick recovery. She has some troublesome anti airs and her 3C could go under stuff. Dunno what to say about Jam, she just seems really "normal."
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I would expect it to but I think when I tried it that was missing on his crouch as well. Could have been doing it wrong though.
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I haven't tried these other combos but the 5H(2) 1H sj.KH route works on the entire cast I'm pretty sure. Not hard either. edit: the combo is kinda neat but not worth doing imo. Airdash j.KS 2nd hit miss on some crouching characters and seems the ball return doesn't hit unless they are standing as well.
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Was doing it in training mode now and you also don't want to be too close to the corner when the 236H ender hits for the oki or the DV will be too close to them in the corner. It's pretty picky. Inputs are walk 214H 9D 82 j.KP c.S 236H
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- must be crouch hit - must time 214H very late then j.D quickly. must time correct for their wakeup speed
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I thought you couldn't get combo from midscreen Dust to 236H but it's character specific. Dust 6 c.S f.S c.S 236H works on Sol but not Ky. probably fails on more characters than it works on.
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Well if 2D hits yeah sure do 236K but I mean if you're doing a blockstring you should try not to end in 2D unless you think they will get hit by it due to it being a low. Leo DP 6 frame startup doesn't matter the invulnerblity is 1 frame and that's what matters. Even a 1 frame gap between the 236K blocked and your followup could get you DPed. If you time your c.S tight enough I think Leo can't DP but during match play your timing may not be perfect (and in the video you're getting DPed).
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Should try to confirm and do better blockstrings. For example, doing a string into 5H 2D is usually bad. If opponent does FD agianst your normals it can make 5H whiff during blockstrings, and 2D has limited options because it can only go to special moves and not other normals or a jump cancel. If you see you're getting blocked try to change your string accordingly. For example if you are doing an interrupt combo with 2P2P2K2D and you see you got blocked you could do 2P2P2K 2S. 2S is neutral on guard and you can either do 2H after it or not. 2D doesn't give nearly as good options. If you don't want to have to worry about getting DPed by Leo or whoever after your 236K is blocked use 2P right away. It's so tight they can't DP you if they block the 236K. I see you doing c.S after it a lot and there's risk of being DPed. Unless you're trying to frametrap you're probably better off using 2P to prevent DPs or 2K to try to hit them low. You can also try going straight into 6H from the blocked 236K or you can try j.D. You do c.S 5H almost every time it is blocked and there's no reason for your opponent to get hit by this. Doesn't allow you to continue pressure or do a mixup. Try to get used to the spacing on 2H and 3H better so you can use them when your 236P is getting blocked. It's also good in neutral even without cover if you've got a good read and handle on the spacing. Leo is a very large character so it's less likely to whiff than normal when using it. Sometimes you are using 1H during neutral and I'm not sure if this is an accident or intentional. Are you trying to anti air with it or something? Unlike 2H and 3H I don't see much reason to use this outside combos. Leo's 2D can be punished on block. You should try it out with the recording feature if you don't have a punish in mind. I even saw you DAA after blocking it. You get a lot of blank DV summons on oki. Are you just pressing the wrong button? Seems odd
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236K after normal throw whiffs against quite a few characters and doing a TK version will allow them to wakeup jump over it unless they are in the corner. Unless they tend to eat a lot of 6Hs after the 236K is blocked it's effectiveness is pretty limited. If you get blocked you can't do much with the DV to continue pressure. Blitz to a throw OS works well against it too. I think the TK 236S to a mixup is better because the DV is much more useful on its own than the 236K DV. You can also try for some kind of jump in meaty or a fake into a low. Walking up and doing meaty on the ground is pretty ineffective by comparison imo.