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KingSolomun

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Everything posted by KingSolomun

  1. Update to the Valiant Dust Combos Been working on this dust corner combo for Johnny, you need lvl 2 to pull it off. From slightly past mid screen or corner: 5D>6>5HS>5HS>2HS>MC>J.D (land) J.D >MC>J.S> (jc)> J.D> J.D> Zweihander. Sol: 164 Damage Ky: 164 Damage (can't otg with 2.k > coin to get LVL>3 MF) Ram: 172 Damage Elphelt: 166 Damage Sin: 170 Damage Chipp: 211 Damage Millia: 198 Damage I-NO: 172 Damage Slayer: 156 Damage Faust: 190 Damage (Requires an entirely different combo, 5.D>6>6HS>2.K>6HS>MC>5K>f.S>6HS>LVL2 MID>Dash x 1>6HS>Coin>LVL2 HIGH>Dash x 1>Jump>j.K>j.S>j.D>Zweihander Bedman: 151 Damage Jack-O: 166 Damage Jam: 164 Damage (Do only one j.D before Zweihander to end the combo) Venom: 166 Damage Axl: 172 Damage May: 172 Damage Zato 1: 177 Damage Potemkin: 169 Damage (Requires the same route as Faust) Leo: 194 Damage (Same route as Pot and Faust with some small changes, 5.D>6>6HS>2.K>6HS>MC>f.s>6HS>LVL2 MID> Dash x 1>6HS>Coin>LVL2 HIGH>j.K>j.D>Zweihander) (Can't otg 2.k>coin at end of combo)
  2. i thought I put stance overhead in there my bad, at any rate his pressure while yes bad for Chipp I feel that a lot of other characters do pressure better than Leo, it would be garbage if shield wasn't there.
  3. I think Leo is a pretty easy win for Chipp. • Leo is super slow •Mobility in general is awful •Moves are slow compared to most characters •f.S unless counter hit does not combo into anything •No overhead except dust •Can't block in stance so if Chipp gets away and Leo has no meter he's a sitting duck. •FD really kills his pressure HOWEVER •A majority of his moves have some sort of frame advantage especially 6HS & 2S •Cross-up oki is meaty! This is why people just die fighting him. No move can beat that except DP, blitz shield, etc. •The stance parry is 1F and catches almost all moves in the game •Stance super does mad damage •While Leo can't block in stance he can't crouch either only and since he has a charge DP you need to be wary about when you go in. •H fireball is huge, hits 3 times, and beats most projectiles. • j.K is active for 14f •5K moves him forward which catches a lot of people off guard. Imo Leo is only a problem if you have no idea how to fight him or if you don't know his frames. His pressure has a lot of gaps unless in stance and even then it's a 4-way guessing game a lot of the time. Chipp can run around Leo all day...till he gets hit of course.
  4. 1.) Like just for in neutral? After a knockdown? Need a little more info XD 2.) I think I know which cross up your talking and you have high jump for it to work. So (knockdown, walk up a little, 1/2/3 981 5p/5k) You need to time the j.5p/j.5k so it hits when the opponents has fully woken up, because when Any character hops over another they don't immediately turn around to face them, they're still facing forward during the jump until for a little bit EDIT: Actually I may have no idea what your talking about but if you wanna do cross ups and fancy stuff like that just make sure you high jump first
  5. 1.) Chipp the character is not hard, but playing chipp is difficult because one mistake could be the game. 2.) his combos are not that hard but I play on a dualshock 3 3.) Sorry not good enough to elaborate but somewhere in this forum AtTheGates talked about his neutral
  6. Alright thanks
  7. Hello I just started playing Axl Low and I wanted to know if the guide DigitalWatches made on Axl in Accent Core +R still held up. ( Minus things like FRC, Some gatlings, and moves that he no longer has)
  8. Hey not sure if someone figured this out already or it may have not been important enough to post but if you have the space and would like to gain extra meter then I suggest doing the "Bedman Shimmy" Basically while you hold forward ( just normal walking) you should alternate between his normal walk and crawl animations. While you will look weird as hell you will gain meter at a constant rate rather than it dwindling as time this goes by. The reason this works is because Bedman's walk and crawl animations gain different rates of meter and every character in this games meter starts to grow slower as they advance. But since you are jumping between both animations his meter never slows since you are technically restarting his walk animation.
  9. That's true but that ambiguity really helps because I don't ever see this character being too popular. All in all though he's fine, can't think of one thing I would want improved or taken away
  10. The very very very earlier builds like back in March the air dashes had full invul. It was to easy to just throw around Beds and runaway so it got taken away. Plus at the time only like 2 people played Bedman so no one knew how to fight him
  11. The changes seem good without making him terrifying, they kinda seem like "fixes" if you will. Except 6H, gotta see how that will turn out. Imagine a world if we still had 8 way invul air dashes haha
  12. But seriously F*** Chipp
  13. A good Venom is my personal hell, the mixup isn't that bad it's just that Bedman is so big every pool ball Venom sets will either hit or just graze you. Plus the parry will get snuffed out eventually, luckily Venom has no defense either so at my low level KD=Win
  14. Just make sure you input the JI quickly and right after the 5.S, not at the same time because Chipp will just jump instead. Each time you do it it gets a lot easier trust me.
  15. Sorry I messed up disregard this post.
  16. Idk about cross up but instead of 991 you could go 992 and land back on the ground to go low or IOH for a 50/50 but it does lose to throws
  17. I've tried that before and it's really good but I don't use it to much because I always forget to adjust to the different wake up times :p
  18. The combo after the first Task A' is not meant to combo, This is more like a series of moves or a vortex if you will. After you teleport you do the (5P, 5K, 5S, Sweep) and IF they got swept you déjà vu Task A' and throw 2H on their wake up but it WILL NOT HIT, it is just meant to trick them into blocking forward and forget the Task A' you threw out earlier which teleports you behind them and after that you can do whatever you want after. It's like a very specific probably work once vortex because all of these things need to happen for it to work. You do (5P, 5K, 5S, sweep) because this combo pushes them far enough for the Task A' to just barely hit behind them and get you back in. Anything shorter into sweep will have the Task A' fly right over before they wake up again. The 2H at the end is just for confusion because 3H won't come out in time and when you do teleport they will have realized you did.
  19. I can see how that'd work but it just feels to awkward for me
  20. Yes thank you for that advice
  21. Edit: The wake up YRC Task B should be déjà vu YRC Task B
  22. Ello I'm new to Guilty Gear but not ArcSys fighters so I kind of had an inkling of how to play when I started and this is my first forum post ever so please take it easy on me lol. I've been playing Bedman because he's so weird and unique for about a week now and I found something in training mode I guess you could call it a setup? I have no idea if it's optimal and it would probably only work once on your opponent but I feel these are the types of things Bedman should be doing. So to start with you confirm a combo of ( 2k, 2s, Task B) then as they wake up you YRC Task B and throw a Task A'. If you did this quick enough you will appear behind the opponent and then do the combo ( 5P, 5k, 5s, sweep) If you catch your opponent low immediately déjà vu Task A' and throw a 2H on their wake up which will whiff and the Task A' will connect to their backside teleporting you behind them. Like I said I have no clue if this is optimal but it seems like Bedman should have these planned ahead set-ups. P.S. I've only tested on Sol and if someone else already thought of this then please give them credit.
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