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Everything posted by SectumSsempra
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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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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.
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Maybe thats my issue I was going to post about inconsistencies with inputting combos that use floats (particulalry the corner after throw 5k, js, float3, js, HS Task C) Sometimes it comes out sometimes bedman does the post float js so low that it doesn't actually get the active frames.
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I think that's likely my issue, I'll just go back to it and jump cancel more stuff. thanks. __ Issue with helios is that, I'm not sure if it was my poor timing, but some people i use it against just YRC and block if they were already performing an action, its positive frames help but the range sucks, It feels better in combos then out. My sloppy inputs dont help though. Getting an empty deja vu task C instead of helios is never a good thing lol. I've always hated the 632146 input for GTFO me moves I mainly use it to reset things to neutral, or on people who just won't stop IAD-ing or teleporting.
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Honestly I feel like while his amount of damage per hit is fine, Im finding combos from safe moves don't do enough damage and his pressure doesn't feel tight enough. Without mashing P right after using a deja vu you're hit out super easily, a lot of other characters normals are just outlandishly large or fast compared to his. (leos, elphet, chip, i-no) I like him and his concept but it feels like as other people get better handles on their character his stuff just feels, gimmcky at best. maybe I'm playing him wrong. I do a hybrid zoner/ rushdown but I find all zoning attempts are squashed by by airdashes (his movement while unique, doesn't feel good), and getting to close usually feels like things aren't going to go well for long if at all. One issue I know I have i guess is that I don't capitalize on knockdown as much, bu I get punished so often trying to do deja vu stuff.
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Except i played with other people playing in the same language as me so i had 0 issues. Particle effects and graphical detail and textures are a bigger difference then ever but, lets not pretend any game this early in the ps4's life, is causing the netcode disparity, after performing fine outside of a clear issue with coding language interaction.
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I think people don't quite get that the transition of power from ps1 > ps2 along with ps2> ps3 are way bigger then ps3>ps4. Especially when all of this worked fine before the patch. It's obvious its the patch. That's the literal only common trait.
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Did the US version get the same update?
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I'd without question agree, you can't say "i've been playing venom for years" & "Ive been playing for 3 days" It's nice tech and all, and it may be useful and interesting but by no means is any of that basic. Basic is usually in tune with the words introductory, and in fighting games I usually consider it like a bare minimum to play 1 character vs another, not complex setups or techniques, and its not a knock on your skill, you know what your doing, but its not a basic set of skills. Also DaiAndOh, if I'm not mistaken the mis-communication is in that he used these set ups, and recorded them as the computer, and his hands weren't free because he was recording the video with a tablet in hands, but if im not mistaken the p1 character can be set on autoblock as well. Some cool things there none the less, while I will practice some things there, venom isn't my primary character and most of what he does isn't simple unless you play him already
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But it's read 12f delay vs ps3 players so? And if frame delays and connection numbers are based on both players so how would that work.
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It's pretty obvious the 12 frames isn't accurate if you play with frame delay in training mode. Some matches start at 2 for character loading then bounce to a solid '12' frame delay for the entire match The numbers felt more reliable pre-patch. I find any sort of frame delay no matter what game has more effect on your combos if you do them with visual cues as opposed to muscle memory.
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Bedman Q&A/FAQ thread: People play this guy I swear!
SectumSsempra replied to Poultrygeist's topic in Bedman
And this is better used on characters who don't have fast projectile recoveries, because if they do, they can react to your teleport, unless you guard, unfortunately putting you in the same blocking situation. its a great option used sparingly.