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The wall splat from the helios most likely has something to do with it. 886 JH And they also definitely look like super jumps. Does it do more damage without the helios? While it looks cool the damage doesn't seem spectacular but the combo was long already.
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What do you guys do to characters to have options to stay entirely vertical over us if they get a knockdown? Those are my personal absolute WORST matchups For example -may using both her dashes to stay out of range of our 6P, and being able to use her attack, that can lead to another knockdown combo -Sol and his gorilla JC (if I'm not mistaken, its JC at least, funny enough, I have no trouble keeping him out, but if he gets a knockdown towards the corner it takes a bit of effort to get back out) -Venom, using his balls to hold us in place then pretty much staying in that no 6p range I know we don't have a solid answer for a lot of things, but I was curious as to how you guys deal with them.
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SectumSsempra reacted to a post in a topic:
[Xrd] News & Gameplay Discussion 2 - Console is Out!
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I might be wrong. I just know hellfire is the post super counter. enough fausts and sols have gotten it on me that it's ingrained lol, but we meant the same point. It seems like some of them can almost work universally but the timing becomes more awkward. If someones just reading these and trying them out, j PKS isn't that much of a damage sacrifice in the end, on slayer it's about 9 less damage from the basic route. I really really have to get these on point. I still accidentally just go straight into task C after a 1HS because of muscle memory Also thanks a lot guys this combo is really good. I wonder what else we'll discover down the line.
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Bedman Q&A/FAQ thread: People play this guy I swear!
SectumSsempra replied to Poultrygeist's topic in Bedman
The video was more so others could follow along. -
Those are what ive got now I edited them in but am really just seeing if we're on the same page. I dont have el and the video shows leo.
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Are we sure this new route is based on weight? Having trouble with characters like venom and may. May will get hit but not bounce, venom hurtbox seems to be unaffected by sj. S unless my timings off So far ive got J. SPS (pretty much all variations work on these guys) Sin Faust Sol Slayer Axl J. PPS Millia Ino J PKS KY Chipp Ram Zato Staggered JPKS Bedman Venom, pot may are the standouts for me I have where one of those dont work Anyone wanna verify?
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There were just certain characters before who's air normals were flat out better air to air then all of our options so it's not too surprising.
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This new combo route is pretty delicious. Now if I'm not mistaken shouldn't that also work when their health is in critical state? Also YES at those helios corners. The delay isn't huge, pretty much instead of canceling into the input, input it naturally.
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Bedman Q&A/FAQ thread: People play this guy I swear!
SectumSsempra replied to Poultrygeist's topic in Bedman
https://www.youtube.com/watch?v=7D3nsQ96Y50 Because if you don't they can airdash towards you on recovery usually. What's funny is the followup combo+ DV seal he used there actually builds 50 meter back. definitely seems situational. -
Oh I didn't realize that lol. On mobile it's just a check mark and I thought it was to edit. But now im vain. And ok with that. Hm yeah, for the 6h combo, that's the one I use. As far as pressure, it all works on people who respect you. Like scary well. Even a simple j hs on their knockdown, (if they have no dp) not only scares them but if im not mistaken has a property to make you guard overhead then low at specific heights, and combos to task be from there. The pressure issues feel more rea of an issuel when they don't respect you and when theyre on the move. When it comes to mobility, certain characters out do us, some shut us down entirely (axl, venom)
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I only use 6h for the two hundred ish damage rrc combo. I thought it was neg on block. Anyone have a reliable cross up deja vu task a prime set up? ANyone here find they do bedman offline then online, or are his match ups just not so good?
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I find the netplays, oh crap im blocking, pppp and ppp blockstrings give me hell. The setups with task on knockdown usually get me thrown. Sword pole etc normals from a character length away leave you with no option but hoping 2s can outrange it, especially with reversal supers range. Our pressure feels limited but ive added the jump cancel stuff, just wish the best pressure option wasnt 886 jk jpp The 886 jk js 5s only leaves you close enough for one hit of 5h. If anything ive said is false please let me know, especially dealing with character length normals, (faust, sin, ky, venom)
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Bedman Q&A/FAQ thread: People play this guy I swear!
SectumSsempra replied to Poultrygeist's topic in Bedman
One thing to note is not to combo into hemi jack. That's the only thing I have to say about that super, combing into it removes the dizzy effect, and its damage is already a joke. Also hemi jacks distance seems to vary a lil bit depending on where you use it, but don't quote me I very rarely use it. I'm finding with bedman we are better off spending more time messing with his neutral game and oki then trying to further optimize his combos. He can hit some HIGH numbers but everything over 200 pretty much requires preset seals, which isn't always ideal unless a 5C drags them into the right position. -
I'm not sure if you're doing 886 but if you want to do for example 'IAD' jk js 5s fs 2s taskb I recommend using 776 this way you don't cross up as easily. if you want to cross up 996. I find 886 only works if they stay entirely still. Also don't forget you can input the jk or whatever you like in the 6. I don't recommend the stuff like 883 773 993 for anything more then like a quick return to the ground or to trip people up tracking your movement. Best times I've found to use J.HS is just as their waking up, you want it already active. If they block it you have options depending on meter, with at least 50 you can follow up on block with task B > RC > 2S >5C(2) > Whatever ( if the 2S hit 1(3)HS, task C, if not and they are still blocking jD or 1(3)HS task a) If that makes sense. the 1(3) is because in most cases the task b will switch your side. so its just a heads up so you don't use the wrong 1,2,3 HS or you'll give them a chance to counter
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Ground Dash is still amazing when used properly. Escape wise, I find that the only decent escape he has besides dash is super jump height task B. Air to air, I find jk js air task b is fine, or js js air task b Ramlethal, chipp, millia and i-no are still nightmares But i'd take any over an online ramlethal, because her damage is so high and because of her combos people abuse her p normal. I've literally just laughed at the screen as a ram just jppppppp before landing to get me in a corner, nevermind her absurd damage and dizzying ability.