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Everything posted by Tiamat
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I'm getting totally destroyed in this matchup every time I play it. How is staying near the ground supposed to work? He's always jumping up super high and spamming bag bombs. I don't know what to do.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
33: what cancel? having trouble with the 83 after the j.D? It's not a cancel you just have to do it after the j.D ends 34: I asked about this before but I don't recall getting a solid answer. I don't get it either. You can get it in that trail pretty consistently if you figure out the distance you need for the j.D to hit at though. 36: Watch the demonstration sample and just try to copy that as closely as possible. The important part is probably the RC > walk c.S. It's hard for me to get it though. -
If you YRC the forward dash it will catch their attack but won't teleport you. I haven't used it in matches but it might be decent. You can also try YRC after the teleport...
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He does YRC 214K to activate the seal behind the opponent then immediately did 236H. The YRC 214K he activated earlier is blocked from behind the opponent, teleporting bedman to that location.
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yeah the only DVs you can't do with your head out are 214P and 214K
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I have barely any experience with the matchup but if she is just jumping around running away you should be able to close the distance and gain tension just by walking at her. Once you have tension maybe if you use task A yrcs the time slow will help you catch her. She can't stay in the air forever so maybe if you look for when she'll land you can go on the offensive. Maybe do jump P more? Like I said though I don't have good exp here I'm just throwing out ideas.
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There were some old posts I saw but some info was wrong or outdated. I'll try to just give you a simple one. Frame data is on the wiki so I won't mention it usually. 5P - anti air. doesn't hit crouch except Pot and Bed 2P - fastest move at 5f. good interrupt at close range 6P - anti air. nice upper body invul j.P - fast air to air with good range for a P move 5k - can jump lows at some point. 2K- fast low. combo to 5H j.K - air to ground move. usually you want to gatling this to j.P or j.S c.S - good for combos. option select grab with 6S+H is good cause it hits above you nicely f.S - good ranged poke. jump cancelable. gatling to 5H/2S/2H/6H but not 2D. 2S - low goes to 5H or 2H. much better damage low starter than 2K but quite a bit slower as well j.S - lots of range can be used air to air or air to ground 5H - for combos mostly. 2nd hit is jump cancelable 1H/2H/3H - pick distance with the directional input. 1H is used in combos others are for zoning. They recover badly but as long as you don't whiff you can throw task A or 214+button 6H - cancels to specials. crossup at close range. has some strike invulnerability while he's teleporting j.H - multi hit jump in move. raises their guard gauge a lot and builds tension well 2D - sweep. good range on it 5D - dust. j.D - used as instant overhead. usually do it by pressing 9D. RC for combos Special moves: 236P - projectile. ball will come back like a boomerang and hit again. can tiger knee with 2369P to make it go across the floor. if you block or are hit the ball returns immediately 236K - comes out more slowly than 236P but will teleport bedman next to opponent on hit or block and bedman will be at frame advantage. 236S - multi hit spinny move. bad on block. 236H - bedslam. hits overhead on the way down. air version sets out hte deja vu rather quickly after being activated so you can YRC and it will still set the seal out. can crossup 214P - deja vu of 236P. dunno what to say about this one. 214K - deja vu of 236K. pretty cool for pressure stuff 214S - deja vu of 236S. usually used after 236S hit for pressure 214H - deja vu of 236H. not overhead like the normal one. ground version is very good in the corner if you YRC it sheep overdrive - unblockable stalker sheep. better if you YRC as you're setting it out. dizzies if it hits them clock overdrive - reversal. comes out kinda slow unfortunately and bedman can be grabbed after the flash or sol can VV him, stuff like that.
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Thanks those are handy. Haven't tried on all those chars yet just Elphelt. The air 236H ender is interesting. Unfortunately it seems it doesn't set it right above them so it won't hit them if they just stay there. Still good though. Here's one I found a while ago that works on Bedman: throw > 5Kf.S > jK jS 6 jS > c.S 236H
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ill test safejump right now from it...will edit in a minute edit: safejump is possible from grab. With this first recording I did with walk forward > 886 j.H only 2 hits of the jH are connecting but I can block sol's 623H wakeup.
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^ Is there enough time to get a safejump off throw? They are pretty far away. I just do 236K unless it's one of the 4 characters it whiffs on. In those cases I usually just walk at them and do something :P
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On Faust 2D > 236H is a combo if you're close enough. I don't think it works on anyone else but I could be wrong, haven't checked. How useful is this? No idea.
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Well I said you can't do the "standard" combo on them. Next best thing is probably j.D RC 83 j.S c.S 5H(1) 236S.
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Tested c.S H(2) 1H > 236H knockdown on all characters. For some characters when you do the 236H the final hit will hit as OTG and allow them to tech, messing up your knockdown. For most of the problem characters if you delay 236H a little you can get the knockdown. delay slightly: sol, slayer, chipp, sin, leo (harder timing than others) no knockdown: bedman Everyone else is fine if you just do it immediately but you can delay slightly if you want. For most of them even if the last hit connects it will still knockdown anyway. Next, something about 5H(2) since it is important for combos. The following characters are "fat" for 5H purposes. The 2nd hit connects easily and this allows you to add an extra hit to some combos. Bedman, Potemkin, Faust (standing only), Leo (standing mostly, but his crouch is a bit fat as well) On these characters you can do things like c.S f.S 5H(2) j.D RC 83 j.S c.S 5H (2) 1H 236H There are also some characters who have a very skinny crouching hitbox that cause a problem: I-no, May, Elphelt On these characters unless you do a raw 5H the 2nd hit won't connect on their crouch state. Unfortunately this means you can't get the standard j.D RC 83 j.S H(2) combo from your instant overhead cause the 2nd hit of 5H won't connect. Any corrections let me know. Edit: anyone have good corner knockdown combos from throw? I'm having a hard time trying to find combos that knockdown some characters. elphelt for example
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Yeah it has the damage values on the wiki I think. The deja vu with 214S does roughly twice as much damage if it's the air one than the ground one. The air one does 90+ damage if all the hits connect. pretty crazy You can actually combo 5H(2) 2369S on a standing opponent but I think generally that wouldn't be very useful. It's harder to do than 1H 236H and does less damage. It has to be 5H(2) cause only the 2nd hit of 5H is jump cancelable.
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I suck at doing the overdrive reversal too hard. Haven't really practiced it though. Using more blitz shield though it's pretty cool. You have to use the Christmas color if you play today.
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It is character dependant. I still haven't researched it thoroughly. I'll try to make a full listing soon if no one else does. Examples: For Sol you must delay the 236H slightly to make last hit miss and get knockdown. You want it to hit him when he's at the highest point For potemkin do the 236H immediately For faust the last hit will still knockdown For bedman can't get the knockdown from 236H at all Only talking about combos involving 5H(2) 1H 236H here.
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
https://www.youtube.com/watch?v=0INxOArkC24&t=357 It can be good sometimes. -
I should be able to make both Xanadu on the 3rd and the Fight Lounge on the 17th
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I have trouble with this one too but you just gotta practice the timing on it really. If you're going over their head I think that means you are just doing the RC very late and the j.S isn't coming out. I'm trying it now and as long as the j.S comes out you shouldn't cross over them. should be like 9 j.D RC 83 j.S land H(2) 1H 236H The timing on the 5H is easier if they are crouching. You might be doing the j.S and 5H too fast. Try doing the combo slowly so you can get the moves out then try doing it faster so that it actually combos. Hope this helps. Well in the corner you can just RC the throw straight into it
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Bedman Q&A/FAQ thread: People play this guy I swear!
Tiamat replied to Poultrygeist's topic in Bedman
Well for Ky it depends on the distance we are talking about. If you're pretty far away maybe jump over his projectile and throw Task A? You could also try to tag him with 2H or 3H. For Elphelt I'm not sure what projectile you mean specifically. She's got grenades, the rifle, her 5H mashing thing... If they are BlitzShielding Task C you are doing it too much. If they are Blitz shielding the air version though you should be able to bait it by doing a YRC right before it is about to hit them. When Task A' connects try to connect with 2K or c.S (c.S if it was air hit especially). If you're having trouble maybe try 2P maybe since that is a frame faster. Practice in training mode. I tried this a while back and the best I could get was an OTG hit even with RC. I don't think it's possible to combo off it. -
j.H is disadvantage on guard in a lot of situations but you're doing it with 886 j.H it seems pretty sweet. It feels like advantage there and allows you to combo to 2K easily. j.H also builds a lot of tension (compared to j.K j.S string) so that's cool. I don't think I've seen it used much in the Japanese vids though. It may be because FD screws it up? I think FD can make the last couple hits whiff. edit: lol they lose over 25% tension if they FD it
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@Alkipot Maybe use his DAA? I use that more often than his clock overdrive
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Yeah that's true. Venom gets up really fast from the throw knockdown cause it's a face up edit: Elphelt might be a problem character cause I was just playing one online and it was whiffing over her. of course it was in double digit lag frames so take that how you will. I won't get her till next week :P
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It's a natural reaction to hold low block on wakeup so even if they don't know they can crawl under it they will do it anyway. Even if it whiffs it could still potentially get them when it boomerangs back but it still sucks. If you're confident they won't wakeup jump you could 2369K and crawl will not avoid that...but yeah you'll have to make some adjustments. Might be better to just walk up and go for something else.