214K is a critical cancel to have off 2h/2d, this should have probably been mentioned in the part about 2h rather than as a sidenote for 214k, it leaves bedman at -8 (safe to reversals) and pulls its hitbox out of a lot of 2k's or 2p's the opponent might use to beat 236h, and also isnt as bad on block as 236P would be if canceled into, You don't really NEED a downforward airdash at max height for j.h to beat 6p, that might actually make it more reactable if people are just trying to any jump with 6p. 66 airdash j.h works to beat at Most non max heights 9:16 i feel like you should mention that shi is fake as fuck in terms of gap on block but ofc it's an RPS with his other options after !P Good video, i WILL be there no matter what for the pressure guide
@@plyme5297 Thanks for the feedback. I'll make sure to put more focus on the 2H RPS including 214K in the next video. And that's a fair point with j.H, I used down forward airdash because it's more clear that it would hit low enough to beat 6Ps and is more plus. Glad you enjoyed the video!
Yeah they buffed Bed's air options. I hate fighting Zato but I belive cutting his flight time short was a mistake. I understand what they wanted to achieve but it just killed a good part of fun of this character
@@zhenyaloginovI mean I don't really think it's too much of a mistake... My take on it is that he should only have reduced flight duration on super jump and the old duration should be a normal jump. The majority of the use cases for it was to stall so it is good to take that away even if it actually was extremely needed in matchups like gold Lewis or that man. he can get help in those matchups with other things. honestly the criminal thing is just making Ed take twice as long to come back and the punch button nerf. those two are unacceptable but the flight thing could be accepted
@@jamfingers55 They made it so it takes two extra frames for it to extend to its full length, same nerf for five P. They basically are now a seven frame 5P or a 8 frame 2P. You can see how this is awful there are better versions of his jabs now that convert into better combos. All he gets is a shitty jab that converts into a shittier combo
He tried another character boys
1:30 Wow, that knocked me back about 10 miles!
214K is a critical cancel to have off 2h/2d, this should have probably been mentioned in the part about 2h rather than as a sidenote for 214k, it leaves bedman at -8 (safe to reversals) and pulls its hitbox out of a lot of 2k's or 2p's the opponent might use to beat 236h, and also isnt as bad on block as 236P would be if canceled into,
You don't really NEED a downforward airdash at max height for j.h to beat 6p, that might actually make it more reactable if people are just trying to any jump with 6p. 66 airdash j.h works to beat at Most non max heights
9:16 i feel like you should mention that shi is fake as fuck in terms of gap on block but ofc it's an RPS with his other options after !P
Good video, i WILL be there no matter what for the pressure guide
@@plyme5297 Thanks for the feedback. I'll make sure to put more focus on the 2H RPS including 214K in the next video. And that's a fair point with j.H, I used down forward airdash because it's more clear that it would hit low enough to beat 6Ps and is more plus. Glad you enjoyed the video!
you got me into Zato and now I’m super exited for your bedman guide
oh my god! never expected you to do Bedman?! I am so ready to become 10x better!!
As a new bed enjoyer this helped a ton thanks!
Watching this so i learn how to counter bedman?
(Also i love your voice, its so comforting)
PEAK
Now 5H CH can combo into charged WA who gives routes with j.S
FUCK YEAH
Finallyyyyyy
Only came for the thumbnail 🤣🤣🤣🤣
if only zato was buffed as much as bedman was in this most recent patch
Yeah they buffed Bed's air options. I hate fighting Zato but I belive cutting his flight time short was a mistake. I understand what they wanted to achieve but it just killed a good part of fun of this character
@@zhenyaloginovI mean I don't really think it's too much of a mistake... My take on it is that he should only have reduced flight duration on super jump and the old duration should be a normal jump. The majority of the use cases for it was to stall so it is good to take that away even if it actually was extremely needed in matchups like gold Lewis or that man. he can get help in those matchups with other things.
honestly the criminal thing is just making Ed take twice as long to come back and the punch button nerf. those two are unacceptable but the flight thing could be accepted
@@ZachStarAttack Hey quick question. So I don't know that specific ins and outs of Zato, what happened to his 2P? How was it nerfed?
@@jamfingers55 They made it so it takes two extra frames for it to extend to its full length, same nerf for five P.
They basically are now a seven frame 5P or a 8 frame 2P. You can see how this is awful
there are better versions of his jabs now that convert into better combos. All he gets is a shitty jab that converts into a shittier combo