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SectumSsempra

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Everything posted by SectumSsempra

  1. I think he'd be better with a few changes in next version. -J.C being at a more diagonal angle then it is now -Activating certain deja vus from mid air -Any other overdrive or his clock one getting a bigger horizontal radius, along with a different input, I always hated 632146 for what look like they should be reversal supers -2S>2d -faster sheep activation. He doesn't really have much to force people to wait for it. he's a jab away from it disappearing. He does have a lot of interesting tools now. His movement is odd in a good way. I find an interesting thing you can also do is rack up damage on people who have a harder time approaching with a combination of task a and well timed 2HS & 3HS while its traveling. Also if you need a little bit of damage after a throw you can use 2HS, and cancel with task a or a' and still catch em, don't do it consistently because its not a blockstring. speaking of, what do you guys do for blockstrings, i usually find his moves don't let me stay close tor keep them in pressure for too long, even with deja vus.
  2. A pretty decent combo to use when possible is (this is from left side of screen, the only thing that changes from opposite side is 1HS becomes 3HS) 5S > 5HS(2) > 1HS > Task C. Very decent damage. A habit that's somewhat worth observing if not at least experimenting with is using your dash on obvious things. Examples Slow moving projectiles Moves with long start up/ moves that are active for long Opponents who cycle through specific moves with a gap Multi hitting moves with a gap inbetween hits Characters who IAD towards you with moves that are active for long Characters who place hit boxes (example, Zato-One's drill) Dashing into any of these gives a teleport, while gimmicky, it usually leads to a throw/ the combo i just mentioned, worse case scenario you've closed the gap between you and the character. Don't do it too often but its a nasty little surprise for people who think they've got you locked down, if they figure you out, they may bait it and mash out. This sort of teleport followed by 6HS after teleport will put you in front of them. Supers I'm not too willing to risk dashing at yet unfortunately. I'm not super good at guilty gear but this character is hella fun and way more unique then I had imagined. Round start I occasionally like to dash into someone I know is going on the offensive. I'd say the most challenging characters i've fought as bedman are I-no, Zato and Ramlethal (especially ramlethal) Faust is a challenge too, but I havent fought one. I can just tell.
  3. I feel like all my attempts to 2b her jb just get me countered. Those hit boxes are so big, it feels like relying on a clash to deal with it isn't like a really you know. good option? Even debilitate isn't reliable when you know its coming because of the fact that the rear hitbox also kinda screw you over. This match up seems to be filled with a lot of if they screw ups instead of solid answers.
  4. 2A>2B>jc>j.B>j.A>j.C the part that can ruin all follow ups is the 2b jc to J.B, the speed there is important (J.b. basically needs to hit rising if that makes sense, JA as you're falling, JC as your finishing your descent, almost no break between), also the jc being a 9 instead of A helps a lot. The height you hit them with J.B is important, I too thought it was the A or C for the better part of an hour. Unfortunately I still prefer dropping the damage and going for a simple 5aa> 5b> 5c(2)> 2C > to whatever depending on meter( zio, bufu, bufu to Sb zio) from ANY garu, not just this one, if they bounce right, a lot more reliable.
  5. 5d isn't insanely easy. it's certainly possible but not insanely easy. We're not talking about a counter hit. You can hit with 5D and use 2b and margaret can be facing the wrong direction to follow up with jc j2c j 214b
  6. If it's in the corner or counter hit , usual string. 2b to jC j2C jump cancel jC j2C (236 C/ 214 b/ 214 AB) hassou tobi or power slash depending on the need, meter and combo number can be done after the sb attack. Usually nothing if midscreen. If you're feeling risky and sure, midscreen you can use 5d, dash ahead and theres a really tight place to catch 2a 2b to jC j2C jump cancel jC j2C (236 C/ 214 b/ 214 AB), issue is if you are late they may have already recovered, if you're too early, it goes in the other direction and they can recover and punish. It's fine in my opinion as long as you realize that once they figure out how the ardha call works they can simply jump and dash before its active. hitting ardha is exactly what you want them to do btw, they don't have the time to hit the persona and then jump over(unless they give up after a 5a), usually its too late and becomes a counter, so you can use the corner followup anywhere on screen. My biggest issue with her is out of counter and awakening she isn't breaking mid 3kish easy, but I guess with that oki what should I expect. I dont always do the most optimal combos but I'm digging her. I find a lot of combos with hefty damage use hassou tobi, issue is half the time I'm in awakening I usually needed to use meter to get out of a nasty situation or Im already on the ropes and in no places to use the combos with hassou, I almost wish she had a mind charge like liz sometimes.
  7. Thank you kindly, I understand the ones in the advanced link you gave way more after the explanations so thanks. I see in Chrono Phantasm she'll be a bit different, but i really just wanted somewhere to get some sort of foundation so I'm not lost out there. I picked her as a character to try to get a feel for things because I wanted to use amane, but I've always thought litchi and carl were interesting. That Honestly did make things quite a bit more clear.
  8. Is there anyway someone can concisely point out the most reliable and consistent midscreen and corner combo, that would help branch out into learning others? What exactly is tanki hatsu/? Is there a specific reason that her combos are listed entirely by move name(specifically names featured no where in the game) instead of input, it made even learning some more basic things quite a hurdle. Also last question is it fair to assume that every "ippatsu" that i see in a fair number of combos is simply the a follow up on staff? It seems like not all combos specify.
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