Holy balls this character got buffed, ignore all WA extension sections and jumping vs f.s 2h in most situations, it'll probably take quite a bit before i make an updated add on for season 4
I've been looking for a Bedman guide after I watched some of gcyoshi, and look what I've found! Thank you, I will totally steal some of this, and congrats with 1 year anniversary of the video
If you're wondering if anything here has changed with the new season 3.5 patch J.h J.d is now a 4f gap so most characters cannot mash it with their jabs and instead have to 6P 236S change gives better oki and a safejump midscreen but the video is not about 236S 6H is now an HKD and i honestly have no idea what to do with this and i doubt it would be more useful than just comboing it into 236H The pushback buff is however great and allows you to get beyblade 66 FRC c.s 6h 236H off any starter now , and 2h 236s 66 FRC c.s c.s 6h 236H which is real nice Deflect shield is now way better against guard crush so people who have labbed out the mu extensively can punish strings like 236H 66FRC 214P 236{H} by deflect shielding the 214P, more counterplay will come eventually but for now thats the one example i know of that gets bed immediately punished
I had made a modification to an old combo that doesn't work any more that's listed on bedman? dustloop article. Here's my modified notation. cS, 2S, 2H, 236S, 88RC, [D], 5K, 236H. You can swap out the 5k with a cS if you find that easier to hit. Some things to note. You need to land the last hit of 2H to pop them up in the air a bit more, same reasoning for the 88RC. The Dust must be fully charged. If you land this combo somewhat near a corner, you will wallbreak. Also don't be alarmed at error 6e firing off near the end of the combo. Seems like the combo lasts just long enough to for an error to auto fire. Also pretty sure this isn't entirely optimal, and you probably could get a bit more out of the combo in the latter half somehow, I'm just not sure how.
Thanks for this! I am still new to the game (as in 2 months) bedman was the character I wanted to play most when I started since he drew my attention but avoided him until I learned more about the game playing elphelt and sol. Anyways I have a stupid question at 1:53 why use wild assault there instead of 236p or anything else? Why use meter?
That part is outdated as of the current version. Wild Assault used to grant a hard knockdown when you used it to break the wall, just like a super, but it doesn't do that anymore. Also all the stuff about using WA to extend your pressure and stuff with j.S is also outdated.
Yeah 2H OTG 214P its only good if you fuck up the combo and you are too far away to get any sort of safejump, however IMHO, 2H install 214P its very useful, lets you get a multilayered high low mix or chip out the opponent a lot with 236{H} !H
1:17 I can understand avoiding the wallbreak but what do you mean by that first part about saving on meter? Aren't you using up meter to FRC into combo?
Dope vid. Stealing some of this
Holy balls this character got buffed, ignore all WA extension sections and jumping vs f.s 2h in most situations, it'll probably take quite a bit before i make an updated add on for season 4
I will be there for that vid new bedman goofy
just picked him up and I'm looking forward to playing him!! thanks for the lovely video, and I'll be keeping notifications on for that season 4 vid ;)
Nice vid, genuine question tho, what is the benefit to doing 214K without an error stocked?
I've been looking for a Bedman guide after I watched some of gcyoshi, and look what I've found! Thank you, I will totally steal some of this, and congrats with 1 year anniversary of the video
If you're wondering if anything here has changed with the new season 3.5 patch
J.h J.d is now a 4f gap so most characters cannot mash it with their jabs and instead have to 6P
236S change gives better oki and a safejump midscreen but the video is not about 236S
6H is now an HKD and i honestly have no idea what to do with this and i doubt it would be more useful than just comboing it into 236H
The pushback buff is however great and allows you to get beyblade 66 FRC c.s 6h 236H off any starter now , and 2h 236s 66 FRC c.s c.s 6h 236H which is real nice
Deflect shield is now way better against guard crush so people who have labbed out the mu extensively can punish strings like 236H 66FRC 214P 236{H} by deflect shielding the 214P, more counterplay will come eventually but for now thats the one example i know of that gets bed immediately punished
You don't know how much I've been looking for a good guide to learn how to mix up whit bedman? this is just perfect
I'm so glad I checked the comments of that one vulture replay channel and found you. This is fantastic! Thank you for uploading!,
i've been interested in bedman for a minute but the dustloop was horrible, glad you posted and hope you do more! now im gonna try playing beddy weddy
Thank you friend
Thanks for the vid, not enough bed resources out there
one of the best guides out there :D
Taking many notes! Thank you for the info!🎉
WAKE UP, TIME TO GET BACK IN THE LAB BEDBROS
감사합니다
yeah im still gonna mash bmf on every string tough luck buddy 🐗
Please upload more, need bed tips
god bless you 🙏
THANK YOU SO MUCH
Blud doing god's work
top 5 bedman sweep
Great video ❤
So cool!!!
Time to inprove my bed techniques
I had made a modification to an old combo that doesn't work any more that's listed on bedman? dustloop article. Here's my modified notation.
cS, 2S, 2H, 236S, 88RC, [D], 5K, 236H.
You can swap out the 5k with a cS if you find that easier to hit.
Some things to note.
You need to land the last hit of 2H to pop them up in the air a bit more, same reasoning for the 88RC. The Dust must be fully charged.
If you land this combo somewhat near a corner, you will wallbreak.
Also don't be alarmed at error 6e firing off near the end of the combo. Seems like the combo lasts just long enough to for an error to auto fire.
Also pretty sure this isn't entirely optimal, and you probably could get a bit more out of the combo in the latter half somehow, I'm just not sure how.
more buffs… they made the head bomb error go way further
bedman kinda slept on imo
Thanks for this! I am still new to the game (as in 2 months) bedman was the character I wanted to play most when I started since he drew my attention but avoided him until I learned more about the game playing elphelt and sol. Anyways I have a stupid question at 1:53 why use wild assault there instead of 236p or anything else? Why use meter?
That part is outdated as of the current version. Wild Assault used to grant a hard knockdown when you used it to break the wall, just like a super, but it doesn't do that anymore. Also all the stuff about using WA to extend your pressure and stuff with j.S is also outdated.
But what if I don’t wanna
I'll say it... buff bedman and zato
Yeah 2H OTG 214P its only good if you fuck up the combo and you are too far away to get any sort of safejump, however IMHO, 2H install 214P its very useful, lets you get a multilayered high low mix or chip out the opponent a lot with 236{H} !H
1:17 I can understand avoiding the wallbreak but what do you mean by that first part about saving on meter? Aren't you using up meter to FRC into combo?
It's in relation to standard roman cancelling. FRC still costs meter, but it costs less than normal RC, so you're saving meter.
it also lets you build tension again sooner
Omg plyme time (real)
What does !H mean? I cant find the notation on dust loop
!H is when the follow up move comes automatically someone correct me if I’m wrong but I do know it has to do with the follow ups
🦾