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VR-Raiden

[Xrd] Sol Badguy vs. Bedman

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  • Use this thread to discuss the Bedman matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.
Round Start:
  • ...

 

Neutral:

 

Offense:
  • Wake up timing: 24f face-up (pretty standard), 30f face-down (very slow).
  • Safejump Option-Selects: OS dash c.S/f.S (depending on timing/distance, ground hit) hits backdash grounded and is safe to reversal Sinusoidal Helios.
  • Deep j.S/j.D (JC) > fuzzy j.S works.
  • Corner OTG Oki: Walk deep into corner OTG 2K > GF (YRC) catches forward/back tech into guaranteed air throw reset combo, and with the same timing GF still connects if he doesn't tech.

 

Defense/Punishes:
  • Dust: nothing on block or IB.
  • Dead Angle Attack: anything, it's -21 on block.
  • Sinusoidal Helios (clock Overdrive): throw/WT/VV/TR/DI after flash. YRC throw/VV after flash.

 

Combo Notes:

 

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Offense:

Bedman's only frame 1 invulnerable options on wake-up (other than burst) are backdash and Sinusoidal Helious (632146HS, clock overdrive).

On meaty safejumps, option-select f.S, 5HS, and 6HS can punish reversal backdash, all ground hit. Timed properly, they won't come out if he reversals Sinusoidal Helious.

Punishes:

Sinusoidal Helious (6+8f) is only strike invulnerable, it's +11 on block so you want to punish it after flash.

Throw or WT will grab him out of it after flash. VV and TR will punish it after flash. DI works as well and can be followed with anything on CH, but it's hardest to time.

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Punishes:

Task C (bed slam) is safe on block, but you can react and punish it with HSVV or CH 6P. Sol's crouch will avoid the first rising hit up close. Since it can cross up, and sometimes is hard to tell which side he's going to come down on, you can OS with 4/6P+K. It gives you FD if you pressed the wrong direction, CH 6P for the other. CH 6P can bounce him the wrong way, and you'll still be able to combo if it wall bounces.

Blitz Shield can work too.

Note he can only YRC the ground Task C on the way up, after that it becomes PRC. The air version he can YRC all the way down.

Same punishes work for the air version, but harder to react unless it was really high up.

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Punishes:

Sinusoidal Helious (6+8f) is only strike invulnerable, it's +11 on block so you want to punish it after flash.

Throw or WT will grab him out of it after flash. VV and TR will punish it after flash. DI works as well and can be followed with anything on CH, but it's hardest to time.

To follow up on this: If you find yourself hitting a button right as Bedman activates Sinusoidal Helios, the 8 frames of post-super freeze start-up is still enough to perform a Yellow Roman Cancel (which has 6 frames of start-up) on reaction to the super freeze. If you're close enough, you can use the buffer window during Roman Cancels to punish with HS Volcanic Viper. Otherwise you'll just have to block.

Also of note: In corner combos, it's possible to land 5K(1) > 6P > slight delay 6HS after Kudakero on Bedman. The added pushback allows you to easily prep a meaty Gun Flame while remaining out of Sinusoidal Helios range.

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Have 6K+HS ready on defense. He has a strong throw game with that fast walk speed, look out for throw especially after 2P. He typically throw OS with c.S which is good on block and reaches high, so if you jump throws be sure to air FD.

If he is using 6HS cross-up, 6K+HS will become FD if he crossed up with it when you input. It's throwable at the start too.

5P, j.P are good at eliminating Deja Vus.

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This match got tougher in 1.1. He can get damage much more consistently. 1/2/3HS jump cancel gives him much more freedom in pressure. Be ready to VV pressure restart attempts off this with his air dashes.

If you IB the 2nd hit of his 5HS, and are in range, HSVV will hit him for doing anything but immediate 2D. You can also Blitz here to counter 1/2/3HS.

Task B (spin) DV pressure is susceptible to Blitz now if he's close enough.

His 6HS got slower but I think that resulted in a longer invul window in the middle for dodging stuff. He can still use it for crossup, 421S+HS is a useful OS if you suspect it may be coming. You get low FD or SVV on crossup. It's also throwable right as he reappears.

IAD Kudakero is good at blowing up his 6P since it extends his hurtbox quite far up during recovery. This 6P has a gigantic hitbox vertically and horizontally so if you cross behind it you aren't always gonna avoid it. I have had j.K crossup clash with it before at least.

His dash goes much farther now so it's easier for him to escape corner with it. Otherwise it works the same as far as I know. Maybe longer catch window too.

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