how to beat the three existing bedman players:D

how to beat the three existing bedman players:D

Disadvantage


how to beat the three existing bedman players:D image 1

how to beat the three existing bedman players:D image 2

◦ Bedman has three error follow ups based on the special move that was landed

◦ Bedman can decide to manually cash out or delay the follow up with a special move

◦ Bedman can only do one error follow up at a time

◦ Spike follow up is used to start pressure and make Bedman safe

◦ Beyblade follow up is used to start their pressure and mix up game and is the strongest

◦ Bomb guard breaks on block and combos on hit allowing them to go for a mix up

Error chains

◦ Error chaining can let Bedman reset and extend their pressure without gaps.

◦ He can spend resources to guarantee the pressure starter so you have to respect their pressure

General options and gimmicks

◦ Generally Bedman will want to start their pressure with 2H into their specials and get a mix going

◦ A key part of Bedman's gameplan is to land one of these specials and start a chain loop

Zoning

◦ Zoning, their projectile is fairly fast and tracks a bit

◦ They can change the timing to counter your movement options when needed but this give you more time to approach

Mid range

◦ Bedman's main neutral options will be f.S 2S and 2D

◦ Their main goal is trying to fish for a counter hit or get in so they can start their error pressure

◦ They will also be using spike follow up in conjunction with their pokes to make them safe and convert into pressure

How To Counter Strengths


how to beat the three existing bedman players:D image 23
how to beat the three existing bedman players:D image 24

Disadvantage

Error

◦ If they use laser to make their pokes safe they're out of options and no longer have any errors stored in which you can go in and not have to worry

◦ Landing a hit on Bedman whether on block or not will result in their error being canceled

◦ They also cant manually enter error if they whiff, so whiff punishing and stuffing out attacks will is very important in this matchup

◦ Beyblade follow up pushes you back a lot, so make sure to FD it to lessen their options

◦ Manual chain explosion has a mashable gap, so don't let them land it if they have it

◦ Bomb might be strong once it lands, but it has a long delay time and has short range so make sure to try and FD the block string after malfunction so they have to commit to an option if they want bomb to land

◦ Manual bomb has a large gap to mash out of so don't let them land it

◦ In neutral they'll try to get you to commit to something so they can punish you with bomb so try to play a bit safe

◦ DO NOT LET THEM MANUAL CALL AFTER ANYTHING THAT IS NOT SPIKE

Error chains

◦ The most common way they can reset is via 236H, but it's only confirmed if they're in c.S range, if not mash out of 236H

◦ FAULTLESS DEFENSE THEIR PRESSURE

◦ After that they'll rely on normal block pressure, so don't let them take their turn back after you've blocked

◦ If they use 236S>RC let them reset pressure and wait for 236H so you can mash or jump

General options and gimmicks

◦ Bedman will generally want to end their pressure with 2H into special but all options are counterable

◦ 2H > Spike loses to 6P (not consistent)

2H > Spin loses to throw

2H > Malfunction can be mashed on with far reaching P or K normals

◦ The most important part of dealing with Bedman's pressure is calling out these specials and not letting them start their error pressure

Zoning

◦ The tracking is pretty slow for both spike and the follow up

◦ It only tracks where your current position is at the time of them sending out the move so take advantage of this and mix up your movement options

◦ Super jump is too high for the grounded version to track

◦ Main option is dash blocking and well timed IAD

◦ If they commit to air spike they are vulnerable to CH and landing hits

Mid range

◦ All of Bedman's pokes are punishable at -9 and -11 without spike so you can use a K move to punish on block

◦ Bedman's pokes generally have a lot of recovery (17-27 frames) so baiting out pokes and whiff punishing is very effective

◦ Force them to commit to these options by stuffing out their spike so they have to use raw pokes

Advantage


how to beat the three existing bedman players:D image 58

◦ Bedman's defensive options are pretty weak, so you can get away with a lot as long as you're aware of the gaps in your strings

◦ They have a poor jump, but an above average backdash so look to cover backdash and force them to commit to jumping

◦ Their fastest abare tool is 2P with 5 frames of startup

◦ Bedman's only reversal 632146H is a bit slower on compared to other metered reversals. It's for sure something important to look out for, but experienced Bedman players generally don't over use it and mainly rely on standard strive mechanics

General Gameplan

Neutral:

Dash block neutral jump spike to get into normal range. After that look to stuff out spike so they cant get error if they do let them use laser or force them to commit to a normal. Punish normals on block if they dont follow up and if they do you can 6P.

In neutral they’ll want to fish for a counter hit so try to bait with fast recovery moves.

When your in the range to stuff out spike you should switch to baiting out a normal and most importantly PLAY OUTSIDE THEIR RANGE

Advantage:

Not much to note here as their defense is weak just try and punish their backdashes more often than not to force them to jump. Then they have to commit to an option or you can air to air

Disadvantage:

Most importantly FD their block pressure so you get more of a gap to jump or mash out. Unless its spike look to mash out of 236H unless its from c.S and Manual call.

In block pressure they will want to fish for landing specials so they can start chainloops and their mix.The most common way they’ll start meterless is from 2H heres how you beat the following options

2H > Spike loses to 6P

2H > beyblade loses to throw

2H > Malfunction can be mashed on with far reaching P or K normals

If they use meter to start their loops just FD the chain explosion and block the high low if they go for it

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3162955399					

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