Obligatory pinned comment for anything I may have missed or need update on. (This post will be revised over time). 1.) Another way to check DP RC is to integrate a throw input in your option select. The timing for the throw input has to be very fast (to throw the DP before it comes out). By doing this however, you are unable to check backdash. Thanks again to @plyme5297 for mentioning this. 2.) What about YRC? Your safejump actuall can check for an immediate YRC if they do so on the jumping attack. However, most YRC bait situations may require a hard call out. However, you can try to pressure with 2P after you land (as opposed to 2K or cS). The reason you do this because you can block in time after the opponent YRCs against your 2P. However 2P pressure is a bit on the weaker end and you may end up having to back off.
love the videos, was gonna make a "babe wake up" joke but someone has already made it which i think speaks to how the vids are felt as an important event by all
Would love to see you streaming more, being able to hear your thoughts on your gameplay and decision making is super valuable. Thanks for the fantastic content!
There’s actually a piece of counterplay against DP RC that you didn’t cover, albeit with 50 meter. While doing a safe jump, you can buffer 632146H. If they block your air normal, you don’t get the super and can continue as usual. If they DP or backdash, your jump normal will whiff and you will get super when you land, which will beat both options. This covers both backdash and DP for every DP character with the exception of Bridget (her backdash is fast enough to block the super in time)
After landing a 236H, you can do a delayed 214P to beat dprc if spaced properly. This should only be done if you have the read on your opponent because you spend the error that could have been used for pressure. Also, it is a consistent safe jump if you cant manually time one, but you are better off learning how to do the manual one. Also also, it beats super PRC if delayed enough so the active frames of the bomb still remain after the invuln frames end.
Hello, would it be possible to recieve combomaker codes for these concepts? I am a newer FG player and I really want to try these concepts in a controlled setting. Thank you for the content!
It's hard to test these in a combomaker scenario so let me provide a training room configuration instead. Your character: Bedman Training Dummy character: Sol Block Setting: All Guard Block Switching: Disabled CounterAttack Settings-> After Recovery - Action 1 - S Volcanic Viper - Action 2 - None - Action 3 - Back Dash (toggle between action 1-3 or random to practice on different wake-up options. Attempt random once you got them all comfortably down). Optional: - Set wall break to rapid regeneration so you can just quickly loop and practice. You can now test the 2k-2D-236S safejump reliably. If you want to practice the 2H-236S one, you can as well.
Ive been feeling this for the past few weeks and many might mot remember ur og rumble fighter days but do you feel like Tekken is the advanced rumble fighter after playing rf for 5 years then jumping to tekken i feel a lot of the thought process's were the same 1v1 wise at least
2K > 2D > 236S in the corner self times the j.K safejump reliably but I have problems when the combo is different and the 236S puts the character higher so they land later. So far I have been trying to time it based on when they hit the ground or are about to because I think that normalizes the timing. But if I am too early, j.K whiffs, and I get backthrown into the corner. Do you have any tricks for the j.K safejump when they are hit higher up?
sorry I didn't see this. Generally I would try to time the 236S to hit lower to avoid that situation, but in the circumstance where it hits too high, I opt for the jH safejump instead.
I primarily use a Marvelous Custom plexi frame. For the lever, it's some old-ish Sanwa JLF stick with Sanwa buttons. Brooks PCB. It's a pretty old stick. x.com/gcyoshi13/status/1755776437498646866
Obligatory pinned comment for anything I may have missed or need update on. (This post will be revised over time).
1.) Another way to check DP RC is to integrate a throw input in your option select.
The timing for the throw input has to be very fast (to throw the DP before it comes out). By doing this however, you are unable to check backdash. Thanks again to @plyme5297 for mentioning this.
2.) What about YRC?
Your safejump actuall can check for an immediate YRC if they do so on the jumping attack. However, most YRC bait situations may require a hard call out. However, you can try to pressure with 2P after you land (as opposed to 2K or cS). The reason you do this because you can block in time after the opponent YRCs against your 2P. However 2P pressure is a bit on the weaker end and you may end up having to back off.
Awesome, thank you!!
And from the bed he rises.
love the videos, was gonna make a "babe wake up" joke but someone has already made it which i think speaks to how the vids are felt as an important event by all
Been stealing tech from GC since the UMVC3 Chris/Sentinel days lol.
Thanks always man.
Quality over quantity as always man your vids are one of the only reasons I play bed
HE'S BACK!!!! thank you yoshi
THE RETURN
OF THE KING
Would love to see you streaming more, being able to hear your thoughts on your gameplay and decision making is super valuable. Thanks for the fantastic content!
Hell yeah, I was just learning about safe jumps and couldn't quite figure out how to do them as Bedman?
There’s actually a piece of counterplay against DP RC that you didn’t cover, albeit with 50 meter.
While doing a safe jump, you can buffer 632146H. If they block your air normal, you don’t get the super and can continue as usual. If they DP or backdash, your jump normal will whiff and you will get super when you land, which will beat both options.
This covers both backdash and DP for every DP character with the exception of Bridget (her backdash is fast enough to block the super in time)
yeah I briefly mentioned the super OS as a way to check DP RC.
@@GcYoshi13 oh oops. My bad lol
@@pkstarstorm2426 nah you're good. Your write up is really good, especially on who it works against.
Me looking for more bedman content and then i find his channel lol
The king has returned, saving bedman players around the world
When the world needed him most, he returned.
I WAS TRYING TO LAB SOMETHING LIKE THIS FOR THE WHOLE WEEK TY
YESSSS HES BACK
I just got out of bed. Time to get back in.
NO MORE DP RC BABY, WERE FREE FROM HELL!!!!
PRAISE VACUUM J.S!
Preciate this vid I was always doing js and jH and sometimes I was messing up the timing Ill be sure to use this to further improve my offense
You dont know how bad i needed this ,thank you
babe wake up!!!!!!!
Very cool video, im kinda new to strive and I was having a really hard time against baiken and her parry this helped me a lot thx
Thank you Yoshi
no more DP RC lets gooooooooooooooooooooooooooooooo
Good riddance!
peak
I LOVE YOU GCYOSHI!!
NEW BED GUIDDDDEEEEEEE🎉🎉🎉
After landing a 236H, you can do a delayed 214P to beat dprc if spaced properly. This should only be done if you have the read on your opponent because you spend the error that could have been used for pressure.
Also, it is a consistent safe jump if you cant manually time one, but you are better off learning how to do the manual one.
Also also, it beats super PRC if delayed enough so the active frames of the bomb still remain after the invuln frames end.
Yayyy new bed guide
Nice video GcYoshi
hope ur character gets better
Please more guides!!
Hello, would it be possible to recieve combomaker codes for these concepts? I am a newer FG player and I really want to try these concepts in a controlled setting. Thank you for the content!
It's hard to test these in a combomaker scenario so let me provide a training room configuration instead.
Your character: Bedman
Training Dummy character: Sol
Block Setting: All Guard
Block Switching: Disabled
CounterAttack Settings-> After Recovery
- Action 1 - S Volcanic Viper
- Action 2 - None
- Action 3 - Back Dash
(toggle between action 1-3 or random to practice on different wake-up options. Attempt random once you got them all comfortably down).
Optional:
- Set wall break to rapid regeneration so you can just quickly loop and practice.
You can now test the 2k-2D-236S safejump reliably. If you want to practice the 2H-236S one, you can as well.
@@GcYoshi13 thank you very much! I look forward to learning to safejump properly!
No way
Ive been feeling this for the past few weeks and many might mot remember ur og rumble fighter days but do you feel like Tekken is the advanced rumble fighter after playing rf for 5 years then jumping to tekken i feel a lot of the thought process's were the same 1v1 wise at least
What drew you to Bedman back in Xrd?
2K > 2D > 236S in the corner self times the j.K safejump reliably but I have problems when the combo is different and the 236S puts the character higher so they land later. So far I have been trying to time it based on when they hit the ground or are about to because I think that normalizes the timing. But if I am too early, j.K whiffs, and I get backthrown into the corner. Do you have any tricks for the j.K safejump when they are hit higher up?
sorry I didn't see this.
Generally I would try to time the 236S to hit lower to avoid that situation, but in the circumstance where it hits too high, I opt for the jH safejump instead.
Safejumps jus6 got a lot more relevant
is ithe first one patched? cant get it after an hour.
does anyone know what fightstick gcyoshi uses?
I primarily use a Marvelous Custom plexi frame. For the lever, it's some old-ish Sanwa JLF stick with Sanwa buttons. Brooks PCB. It's a pretty old stick.
x.com/gcyoshi13/status/1755776437498646866
You don't wanna play BrownDust2?
nah I'm good on that one.
MY GOAT IS BACK I CAN PLAY AGAIN