<?xml version="1.0"?>
<rss version="2.0"><channel><title>Venom Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/59-venom-matchups/</link><description>Venom Matchups Latest Topics</description><language>en</language><item><title>vs. Justice</title><link>https://www.forums.dustloop.com/forums/topic/8412-vs-justice/</link><description><![CDATA[
<p>Noticed there was no Justice thread, so I figured now would be a good time to create one, since everyone has their hands on +R now.</p><p>
</p><p>
Does anyone have any insight on this matchup?</p>
]]></description><guid isPermaLink="false">8412</guid><pubDate>Tue, 11 Mar 2014 05:45:32 +0000</pubDate></item><item><title>Vs. Eddie</title><link>https://www.forums.dustloop.com/forums/topic/2685-vs-eddie/</link><description><![CDATA[
<p>I don't see an Eddie thread, so I decided to make one.</p><p>
If anyone who still plays Venom has any advice against Eddie, it would be greatly appreciated, since I have no clue how to fight him.</p>
]]></description><guid isPermaLink="false">2685</guid><pubDate>Sat, 13 Nov 2010 06:02:10 +0000</pubDate></item><item><title>vs. Chipp</title><link>https://www.forums.dustloop.com/forums/topic/1489-vs-chipp/</link><description><![CDATA[
<p>Venom vs. Chipp matchup discussion</p><p>
</p><p>
Information subject to change based on discussion.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="faultydefense" data-cite="faultydefense"><div><p>some tips, if you see chipp teleport, push slash, if he did K, HS, D (or a close range P) teleport then he'll get hit by Venom's c.S</p><p>
</p><p>
its not really about staying aerial as it is staying mobile, Venom has some of the best anti-airs in the game...3 of them in fact. Its not really a fun match-up though</p><p>
</p><p>
... overall its just a match venom has to take very carefully and the more you play it the more you'll learn what you can get away with.</p><p>
</p><p>
carcass raid can be a good idea, but if any character can get in and punish using it haphazardly, you can bet your ass chipp is near the top of that list</p><p>
</p><p>
One option is to fake SA and CR, but if you have the time to do that, its probably better to get a dry summon. K ball and P ball all day if you can.</p><p>
</p><p>
... Venom's strong points are his long range zoning on the ground, and strong anti-air game. He's near the best at getting damage making people jump at HIM. But chipp, being the mobile fucker he is, CAN get in, so again its more about just being mobile. Be careful, but keep moving, and you might force a mistake. Watch out for gamma blade, and if they're spamming low to the grounds alpha blades, just learn when to block and punish...those kinda chipps wind up killing themselves</p><p>
</p><p>
In general though...characters like chipp, millia, and jam will frustrate you by how few pool balls you get to use when you're not the one rushing down.</p></div></blockquote>
<p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EternalLurker" data-cite="EternalLurker"><div><p>Stinger Aim is, somewhat surprisingly (horizontal charge moves against the teleporting speed demon?!), your friend. It can shut down Chipp's IAD approach patterns without wasting ball setups. Note that just holding 4 keeps the fear present in your opponent, often forcing him to try to go for jump/teleport crossups, which are somewhat easier to punish. If well-timed (generally it's safe when you're against a wall or you have a good ball setup to counter his attempted punish), it's good as-is; otherwise, FRCing it works well, so look into FRCed Stinger Aims as a method to open up the space and time you've been trying to get in order to summon.</p><p>
</p><p>
Final note for all characters: don't underestimate just how much damage Chipp takes. People often try to stick to their most damaging combos no matter what, but on Chipp something simple and reliable is still going to hurt. A Chipp losing on a low timer is a Chipp who needs to go insane with offense to avoid losing to a Time Out, and if your friend is already ridiculously aggressive that makes him even more likely to slip up.</p></div></blockquote>
<p>
<strong>ORIGINAL POST</strong>: I don't see this thread anywhere in matchups, so...</p><p>
</p><p>
Good god make the bad man slow down. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":("> I'll admit I'm fairly new to the game, but I really never have THIS much trouble, even against the better players around here. My friend's Chipp just rapes my shit hard, I can't touch him, can't summon balls, nothing. Halp.</p>
]]></description><guid isPermaLink="false">1489</guid><pubDate>Tue, 29 Dec 2009 17:02:28 +0000</pubDate></item><item><title>vs. Jam</title><link>https://www.forums.dustloop.com/forums/topic/784-vs-jam/</link><description><![CDATA[
<p>Extracted from the original matchup forum. Add more please!</p><p>
</p><p>
</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TittyFOFO" data-cite="TittyFOFO"><div><p>Some things regarding Jam match-up:</p><p>
</p><p>
- Her 6P will beat your 5S(f) at anything shy of max range (even when you hit the button first). FACT. Use with caution.</p><p>
</p><p>
- Your 2S will beat all of her ground normals AFAIK (maybe not 2P depending on spacing, but you shouldn't mash 2S that close anyway), or at worst trade with shit like her 5K and just reset positioning. 2S also avoids most IAD shit if your spacing is decent since Venom is relatively short while crouching, and it recovers fast enough that she can't IAD firekick you either. You have enough time to block, and if you IB it you can potentially punish (timing is hella tight though) or at least get your offense going. Biggest threat is random FB puffballs, I guess <img src="https://www.forums.dustloop.com/uploads/emoticons/default_thumbu.gif" alt=":thumbu:"></p><p>
</p><p>
- 2HS &gt;&gt;&gt;&gt;&gt; IAD firekick (not sure about the goofy cross-up one). AA CH 2HS, K ball, dash in 6P, 6HS, DC. If it's at the start of the round it's pretty easy to react to, and you can charge a CR for more silly shit. Just make sure you don't do it too early, since the move hits deceptively late.</p><p>
</p><p>
Venom actually has some good shit against her, but she just does so much more damage than you can for no good reason. Even when you do score knockdowns, she has parries and a DP that make it kinda hard to get some decent oki going without a lightning ball. Having to be paranoid of random FB puffballs once she gets bar is pretty lame too =/</p></div></blockquote>
<p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Incoan" data-cite="Incoan"><div><p>I actually find Venom's pokes beating Jam's pokes 65% of the time. (5s and 2s) In this matchup  I'm patient and am mostly defensive and run-awayish , doing a lot of "scouting" with run-in-FD cancel (or just walk a bit in - stop). I try to avoid fighting her in air , although I don't completely disregard this scenario. A ball helps.</p><p>
</p><p>
If she pressures you with (whatever normals)-run in -(whatever normals. I don't remember what's her normal string) I try to snuff it with a 2k.</p></div></blockquote>
]]></description><guid isPermaLink="false">784</guid><pubDate>Tue, 19 Aug 2008 06:27:47 +0000</pubDate></item><item><title>vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/1322-vs-dizzy/</link><description><![CDATA[
<p>Was in Guangzhou, China today playing against their locals, and there was one player using Dizzy  that I was having an especially hard time with. It might just be purely my lack of matchup knowledge (which is why I am here), cause I kept getting hit by her ambiguous crossups and tick-throw setups (which are annoying as hell). Just some things I noticed and could use a little more help with in the matchup:

-If you end a blockstring with Carcass Raid midscreen, she can Ice Spike in response and trade in her favor. 
-Fighting her in the air is a pretty freaking bad idea. I ended up jumping a lot to dodge laser fish and lightning spikes, but her jumping normals eat me alive. So I'd just jump up a lot and...block lol. Probably better to stay grounded in the match.
-Balls are pretty much &gt; than her crap, so if you can get the upper hand in the projectile war, DON'T STOP. Force her into a corner where she's pretty much helpless.
-What she can do to gain space is sj.2S to stall and then double air-dash across the screen. Pretty good way to get past any regular formations. Next time I play I'll probably use more K-S.ball &gt; 2P followed by some rsj.D yomi.
-Not sure what normals of mine strictly outclass hers, so I'll need some help from you guys. I do know that a well-timed 2S from her will fuck you up, so don't get jump-happy. I haven't tested it enough, but I'm not sure if 6P is sure-fire safe against her j.2S. I'm usually scared so I just block :/
-6HS and 5S will randomly beat out Ice Spike if she responds too slowly. Vice versa rofl. 
-Fullscreen wars - the risk/reward for shooting HS.Stingers is pretty decent. Just make sure she's not ready to IAD or has a laser fish out. 

Uh, any other help is appreciated. I know DI vs VE happens ALL the time in America <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">1322</guid><pubDate>Sun, 25 Oct 2009 15:21:03 +0000</pubDate></item><item><title>vs. May</title><link>https://www.forums.dustloop.com/forums/topic/809-vs-may/</link><description><![CDATA[
<p>Thank to Zand, this is prolly the match-up I've dealt with most in my GG "career. Allow me to share my thoughts with you~

This isn't really a hard fight IMO, but you have to go into it realizing that you're only going to be allowed to make wrong choices 2x if the May is good enough. Her damage output is just too high, and she has better ways to lock you down and force the mix-ups in AC. With that, the best gameplan is to get some space and spazz out on balls until you get the advantage. If you can force her to block, apply some real pressure since she doesn't really have any awesome ways out (be on the lookout for random dolphin uppers during CR pressure, especially if she has bar to FB it). If she jumps towards you, 6P that shit. May aerials won't beat your 6P unless it's at max range, so she's kinda helpless once she jumps. Restive rolling can be used to change the timing/speed/direction of the fall, but that's about it. If she tries to get directly above you and use ambiguous j.2HS cross-ups to fuck up your 6Ps, the tip of 5S© will beat it (maybe a trade, but still in your favor). Also, when zoning with balls, beware running 3K. Very risky for the May player, but she kinda needs it to get in occasionally. I think you can DC it if you wanna be a dick, but she's in CH state forever after it so you can punish with whatever you want on block. Jumping is always an option too.

Once you score a knockdown or whatever, do your normally oki. She doesn't have a DP or anything really annoying like that, but I guess you have to watch out for wakeup supers still.

As far as dealing with her oki goes, my first bit of advice will be to not try to throw on wakeup. Her 5K has throw invincibility, so you'll get fucked. Anyway, there are a handful of things that could happen here. One would be her going for low air-dash mixups, in which case I hope you have either good reaction timing or good luck. Next scenario is her doing meaty 2K/5K/5HS in an attempt to get some strike vs throw mixups going on. 5K is great for it's unthrowable properties and the fact that it goes over lows, and it makes a hella good tick for OHK. If she thinks you'll mash after it to hit her out of the throw, she can hit 5HS afterwards for painful frame traps. Good answer for this basic strat is to FD the 5K so that you'll be pushed out of OHK range. Of course, she has the option of skipping the 5K and running up with OHK (also has throw invul), but there's not much you can do aside from guessing. You can also backdash the 5K and intentionally eat the hit. She can get free combos off it if the May player just does a string, but I have yet to play someone that successfully comboed me afterwards. Still falls victim to dash in OHKs, but oh well. She doesn't really have much of a way to keep you pinned down somewhere aside from FB dolphins, so just be kinda patient. If she tries IAD shit to get back in, 6P it or airthrow. She jumps hella high, so it's not too hard to do either one on reaction IMO.

Other stuff you gotta learn about this match-up is dolphin spacing. She can do fucked up cross-ups or whiff dolphin-&gt;OHK is the spacing permits, so you gotta keep an eye out for that sorta shit. Comes with experience, I guess. There's also a silly glitch she can use after doing a normally throw that puts you into the corner. Forces you to block in the opposite direction on wake-up (i.e. you'd have to block the next attack by holding forward).

That's all I can think of right now. Hope it helps someone.</p>
]]></description><guid isPermaLink="false">809</guid><pubDate>Sat, 20 Sep 2008 21:26:02 +0000</pubDate></item><item><title>vs. Zappa</title><link>https://www.forums.dustloop.com/forums/topic/1002-vs-zappa/</link><description><![CDATA[
<p>As far as I can tell, use S ball and 2P to hit it for Zappa considering he can run under K and P balls.  Can run under Stinger Aim, from the vids I've seen a lot of people like hitting a K ball with a j.HS as a defensive maneuver.


Naked: 5S and 2S are good pokes, just watch out for centipedes.  6P and 6HS are pretty good AA's against Zappa naked.

Sword: This is the hardest summon for me still, 5S or Stinger Aim during his downtime seem to be the best during lags between attacks.

Dog: Try to 2S it away, if the Zappa likes to send in the dog, I would just set up balls...but good Zappas usually walk their dog.

Ghosts: Most Zappas I've seen try to jump then start firing the ghosts, hitting P ball with 2HS can take care of this, or an S CR.  If not just try to dodge the ghosts while summoning your own balls to outzone him.

Raou: Dark Angel during Raou then setting up balls can save your ass.


Anyone else?  The spit gives me a lot of problems still.</p>
]]></description><guid isPermaLink="false">1002</guid><pubDate>Thu, 21 May 2009 08:41:34 +0000</pubDate></item><item><title>vs. ABA</title><link>https://www.forums.dustloop.com/forums/topic/879-vs-aba/</link><description><![CDATA[
<p>Okay its not so much that i cant beat ABA BUT nothing combos properly on ABA =S it seems that she can tech dubious curb after 6P &gt; 6HS most of the time and you can combo her with 5HS but even then she seems to push very far off 

substituting for c.D &gt; ball setups are just too weak.

any advice?

some advice for the matchup as well couldnt hurt</p>
]]></description><guid isPermaLink="false">879</guid><pubDate>Wed, 29 Oct 2008 02:00:47 +0000</pubDate></item><item><title>vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/783-vs-potemkin/</link><description><![CDATA[
<p>Strats against Pot. </p><p>
Extracted from original matchup thread, please add more!</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ky0n01" data-cite="ky0n01"><div><p>Potemkin... is big, strong, and big.</p><p>
</p><p>
Defense:</p><p>
toss some balls around to keep him away.. be sure to use 1ball + 5S a lot to counter slide head. i normally ib his jumping normals but i think FD is safe and better. when tossing balls you should keep an eye on his reflect. use 5S to keep em from reflecting the darn balls..  and if you've noticed it already N-O always leave an opening for 5S when the balls are scattered. about that, its much stylish to see balls scattered neatly j/k. the balls used to scatter like that are *k&gt;S , k&gt;P, s&gt;P,*. I prefer using 2balls a lot bec its a lot easier to summon compared to a 3 ball. Recommended 3ball setups *h&gt;k&gt;P, k&gt;s&gt;P*</p><p>
</p><p>
Pressure:</p><p>
Bec of potemkin's high defense, they are not afraid for risk and reward. that is why we need to keep the pressure going to increase their bar. this is the main pressure string N-O use bec its safe and easy to do, 2s&gt;ball&gt;2s&gt;ball&gt;2s&gt;stinger aim S frc&gt;pressure. Or if you want to use plain MS there should be balls around to hit pot. i recommend using FB Madstruggle even though you haven't conditioned them with 2K yet since its safe and they're on guard after they block it. be patient and make them block all day until they get pissed and makes a mistake. Try to use FB MS a lot on fuzzy guard bec i think pot's 6P can counter FB MS(can someone confirm this one?)</p><p>
</p><p>
Offensive Tactics:</p><p>
Condition them with a pressure open to pot buster ex (2k&gt;5S(2hits)&gt; carcass raid. After they've seen this move once or twice they'll try to buster you, so switch carcass raid to FB MS. I recommend using different gatling for FB MS to confuse them <img src="https://www.forums.dustloop.com/uploads/emoticons/default_mad.gif" alt=":mad:"></p></div></blockquote>
<p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Klaige" data-cite="Klaige"><div><p>This is pretty old hat but if you want to use 5S in the pochop match, place a ball out in front of you.  As long as you have a ball out that will be hit by the 5S you are safe as that will beat out just about anything potemp can do.  Just watch for slidehead when setting up the ball.</p><p>
</p><p>
Super jumping back and summoning balls mid air is your friend, PROVIDED that po doesn't have 50% for HPB.  Get in the air, summon a ball or two, and then call them back to the ground with a ground summon.  Again, just use your brain and make sure you aren't setting yourself up as slidehead bait.  </p><p>
</p><p>
Slash DHM is suprisingly effective against potemp at match starting range.  If he swings, it will beat most of his options.   If he hammerfall breaks however, its probably your ass, this is a useful tool for a potemp who likes to spam back megafists.</p><p>
</p><p>
Your goal is simply to get potemp into the corner.  With proper use of ball pressure and your best mixups (Whore FB MS mixups in the corner), you can put potemkin on the ropes.  </p><p>
</p><p>
This is a fight about patience.  Lot's and lots of it.  If you pick your spots to summon balls properly, and don't blindly rush you will have a chance to get some pressure on potemkin.  When you do, don't waste it.</p></div></blockquote>
<p>
- Try to utilize TK Ball Sesei to counter Slidehead.</p>
]]></description><guid isPermaLink="false">783</guid><pubDate>Tue, 19 Aug 2008 06:24:23 +0000</pubDate></item><item><title>Vs. Anji</title><link>https://www.forums.dustloop.com/forums/topic/1006-vs-anji/</link><description><![CDATA[
<p>Does anyone have info on this matchup?  I end up playing against anji quite a bit, and all I've really learned is to run from butterflies.</p>
]]></description><guid isPermaLink="false">1006</guid><pubDate>Sat, 23 May 2009 05:29:38 +0000</pubDate></item><item><title>vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/1003-vs-i-no/</link><description><![CDATA[
<p>Any tips?</p>
]]></description><guid isPermaLink="false">1003</guid><pubDate>Thu, 21 May 2009 08:42:37 +0000</pubDate></item><item><title>Axl Low</title><link>https://www.forums.dustloop.com/forums/topic/966-axl-low/</link><description><![CDATA[
<p>I know people say this is like a 6&gt;4 in Venom's favor match up.  BUt im having the hardest time dealing with a highly aggressive, One combo means death or 80% damage Axl.  I find sometimes it is better just to jump with the players body on some mixups.  I know you can't afford to get poked because of stagger.  I guess my big problem. Is making time to summon and shoot when he is constantly on me.  Sure, If i hit him with like one or 2 cue balls he's dead.  But I'm having a reall hard time making the safe space i need to summon, shoot, and spam against him. OOO and i know not to do a bad burst or get thrown.</p>
]]></description><guid isPermaLink="false">966</guid><pubDate>Thu, 16 Apr 2009 13:00:30 +0000</pubDate></item><item><title>Testament</title><link>https://www.forums.dustloop.com/forums/topic/878-testament/</link><description><![CDATA[
<p>Match-up rating by N-O 6:4 TE's adv

Zoning 

Try to use balls formations that can cover the ground and air. K&gt;S ball in particular. If they warrant your balls you can just guard and punish it. And be sure to always push a ball or two to remove hitomi's and zeinest. And remember that hitomi activates when you're only above it, air or ground and it deactivates whenever you hit testament

When summoning balls you have to be wary against since he can exe beast your ass anytime he wants. According from the videos that I've watched, summoning aerial balls is the best option. Or if you feel that he'll go for a exebeast then try to IAD and punish him before he recovers. But if your Testament player loves to play safe you'll always eat 6K when you IAD since they can FRC EXEBEAST.

PRESSURE

You have to be close enough if you don't want warrant or 2h to hit you. When doing your CR pressure you must be close so they won't have time to use warrant or 2H. 2H actually beats carcass raid when upclose but it can't if you're quite far. If your Testament player loves to warrant you need to avoid using slow pokes like 5S, 6H and even 2S. So its better to use fast recovery moves like 2k. Even if you hit warrant with 2k you won't get hit bec you'll recover faster. I think it depends on the moves + frames but I'm not sure. I noticed that whenever I hit a warrant with a carcass raid or any heavy move, my character freezes and gets hit by it. And to counter 2H you must use moves like FB MS, carcass raid(near) and 2D. Adding FB MS and 2D to your pressure string will make them scared of using 2H so try it. Bec normal MS can't beat TE's 2H you have to use FB MS most of the time.

Mixup 

You can do any kind of mixup you want, but if your mixup fails and you're getting pushed back you can still use FRC stinger aim S(+2 frames) or H (- 13 frames) to get back on pressure. 

My honki mode pressure strings and mixup whenever my hp is 1%

Corner ( cS(3hits), CR, dash 2K, cS(2hits) , CR, dash 2K, cS(3hits), 5H, STINGER AIM H FRC, IAD, [fuzzy guard mixup.... jk, jS, madstruggle]

Mid-screen Okizeme MS ( KD, MS or 2K/ KD MS or 2K or double MS to fuck their mind )

Mid-screen Okizeme K-ball ( KD, summon K-ball, jK, IAD JS or land 2K )

Some stuff to remember:

TK GRAVEDIGGER 
- This moves recover is fucking fast, even if you guard it, both of you will recover at the same time, so don't try to use any moves other than a throw if your in range.*need to confirm*

WARRANT
- Actually, the level of the move you used affects the time you'll freeze. 

Anti-Air
- Testament don't have any good stuff against air so don't be scared to jump in.



to be continued</p>
]]></description><guid isPermaLink="false">878</guid><pubDate>Mon, 27 Oct 2008 15:12:22 +0000</pubDate></item><item><title>vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/781-vs-slayer/</link><description><![CDATA[
<p>Disclaimer: This is by no means the complete, end-all guide for this matchup. Please feel free to chime in or correct me on anything. I will add and edit this post to accommodate your comments.</p><p>
<strong></strong></p><p>
SLAYER</p><p>
</p><p>
The matchup is, supposedly, in Slayer's favor. After watching tons of videos and playing the matchup a lot, I'd have to say that it's closer to even (but still slightly in Slayer's favor, just because one mistake by you is pretty bad). I'll go ahead and bullet point things you should take note of:</p><p>
</p><p>
- To win this matchup, you must maximize both modes of VE (zoning and pressure) and make as few mistakes as possible. Two mistakes coupled with improper blocking spells an easy death against SL. Understand that VE has all of the tools to keep him out, but you have to be constantly mindful of his meter and spacing - a BBU or CH DoT will destroy you. </p><p>
</p><p>
- 5S(f) and 2S are tools to keep Slayer from constantly advancing. A Slash coupled with a ball in front of it will work wonders. Note that 5S can be punished by SL's 6P and 2S can be punished by SL's 2HS.</p><p>
</p><p>
- 2D can be used to stop close Dandy Steps. The 2D will usually hit Slayer before his follow-up occurs. I wouldn't recommend 2Ding against K-Dandy, since the chances of you hitting the Dandy before the followup are slim. However, if they do K-Dandy and use Pilebunker or Crosswise instead of the S followup, block and punish. S follow can still be punished with 2D from any range.</p><p>
</p><p>
- j.HS is a tricky one to deal with. If you time your anti-airs early enough, they'll work...but most of the time you'll get straight beat out. 6P and 6HS are your main options, however, when in doubt: block. Keep your eyes peeled for 6P and 5S© opportunities because SL will definitely be airborne after you annoy him enough with ball zoning. </p><p>
</p><p>
- A way to deal with jump-happy SLs is to use the (somewhat impractical) FB CR -&gt; 66 -&gt; K-ball. This creates a ball at the perfect spot to stop jump-ins. Continue zoning with lower balls (such as P and S).</p><p>
</p><p>
- Staying in the air is fairly unsafe. His anti-air package is ridiculous: 5P, 2S, 6HS, 6P, Dandy K, and BDC j.P makes sure he has almost every angle covered. </p><p>
</p><p>
- Try to use formations that cover both high and low. Examples: (HS, K), (K, P), (K, S -&gt; 2P). Once he's out he should have a pretty difficult time getting in.</p><p>
</p><p>
- SL can escape CR pressure by back dashing / forward dashing. </p><p>
- Dubious Curve can be punished by Dandy Step and BBU.</p><p>
- Beware of Mappa Punch, that shit will go full screen every time. With this in mind, never freely ball summon. </p><p>
</p><p>
- Once again, I need to stress the importance of watching his meter. If you get too careless, he will punish you to hell with either BBU or DoT.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TittyFOFO" data-cite="TittyFOFO"><div><p>
When I play this match-up, I just kinda zone him with projectiles until I can get some kind of momentum going and start some real pressure. Slayer's movement is kinda limited since he can't run, so there's not a ton he can do about the basic K ball-&gt;P ball, 5P shit until he has some bar. Otherwise he has to take to the air eventually, and your 6P will beat j.HS as long as the angle is decent. If not, run back under him and hit the ball he jumped over back at him, then continue zoning. Once you get your offense going, it seems like BDC sucks now for getting out of Venom's shit IMO. You almost get to fight him like a normal character <img src="https://www.forums.dustloop.com/uploads/emoticons/default_toot.gif" alt=":toot:"></p><p>
</p><p>
Problem with this fight is that it sucks dick when he's on top of you because CH anything means you're gonna get raped (should be tons of motivation to not hit buttons much), and if he has bar BBU will make things gay even if you're on the offensive. Also, I think DoT can fullscreen punish shit like ball summons if the Slayer is on top of his game o_O AKA "NOW THAT'S WHAT I LIKE TO CALL BIG DAMAGE".</p></div></blockquote>
<p>
</p><p>
</p><p>
That's it for now, will add more / organize later.</p>
]]></description><guid isPermaLink="false">781</guid><pubDate>Tue, 19 Aug 2008 06:00:13 +0000</pubDate></item><item><title>vs. Order-Sol</title><link>https://www.forums.dustloop.com/forums/topic/791-vs-order-sol/</link><description><![CDATA[
<p>ORDER-SOL</p><p>
5.5-4.5 - In Venom's favor.</p><p>
</p><p>
Do's and Dont's:</p><p>
</p><p>
Dont's:</p><p>
1. Try to avoid risky moves that risks you of getting storm viper(6H,5S, Dubious Curve, or if you're in range of SV, observe). Once Order-Sol get an okizeme he'll be in command. </p><p>
2. Avoid getting KD</p><p>
</p><p>
</p><p>
</p><p>
Do's:</p><p>
1.Know thy Order-Sols jump max range. You'll be able to zone order-sol out properly if you know how far he can jump.</p><p>
2.Pressure him without risking of Storm Viper hit.*2s,2s,2s pressure*</p><p>
3.Bait their Storm Viper and punish. If they keep on SVing all day, FD break is a good use here.</p><p>
4.If you're originally an offensive venom I'm not sure how you handle things but its best to be <strong>defensive</strong> against OS.</p><p>
5.2D is also good in this match up but its kinda 50/50. if you get him its good. if he gets you, you're dead.</p><p>
</p><p>
Simple Gameplan:</p><p>
Okizeme -&gt; Pressure</p><p>
Okizeme -&gt; Zone corner push -&gt; Pressure</p><p>
Okizeme -&gt; Crossup/Mixup (i prefer crossup to avoid getting SV)</p><p>
Zone -&gt; balls</p><p>
</p><p>
Top 10 Moves:</p><p>
Anti-close up-</p><p>
jH - beats most of OS shit</p><p>
stinger aim H - i find stinger aim H quite useful in this match up(long range) as a faster alternative to 2S/5S. also it zones order-sols ground, thus they'll have to jump a lot and risk of getting 6P'd</p><p>
2S - (risk of getting Sv, gunblaze) good pressure string. avoid this move in close range im tellin ya (SV can't hit you in max range or near to max range. youll get hit if you're too close though)(risk to Sv, gunblaze)</p><p>
5S - pins order-sol every time he attempts to jump, thus you gain a free ball summon yay. its safer this i think, or you can just add more stuff on how to summon safer.(risk of getting Sv, gunblaze)</p><p>
carcass raid S - good for pressure/zoning, but i don't usually use this move. when i have the chance, i always use ball seisei. this way, even if order-sol gets in, he'll eat both 6p and the ball. (remember ball = +defense)</p><p>
ball seisei - order-sol is scared of balls, period.</p><p>
</p><p>
Anti-Air-</p><p>
6P - best anti-air dammit</p><p>
DHM S - good anti-ground and anti-air. (beats order sol jump, bandit revolver,rock it)</p><p>
5H/2H - counter-hit on air, gives you a free combo okizeme. i find this setup good, but you have to know the max distance of order-sol's jump first. and when the distance is right, you'll be able to zone him perfectly.</p><p>
carcass raid H - corner pressure. zoning midscreen?? (risk of getting hit by force break)</p><p>
</p><p>
Moves that can be backdashd:</p><p>
bandit revolver</p><p>
gunblaze(mid, corner)</p><p>
jH(yes, this is why we see japanese order-sols doing jp,jp,jp,jp)</p><p>
</p><p>
Strategy:</p><p>
</p><p>
Close range:</p><p>
</p><p>
Since we are dealing with this fast fucker, its best to be defensive and wait until you see an opening then punish. Also its not good to use slow moves near order-sol unless its guaranteed to hit. Remember that one okizeme from order-sol can cost you half of your lifebar so be careful to whiff moves.  Mashing 6P and 2S alternately won't help you at all. One wrong guess and its combo frenzy for Order-Sol. Also, note that OS's 2D goes thru 2S,5S,6P and its faster than our own 2D. If 2D CH or connects, its combo time for OS. And as for the ball strategy, i leave it up to you.</p><p>
</p><p>
Also try to whiff OS's SV bec it'll be annoying later on if they keep on spam SV. And when they noticed that SV always getting punished theyll be scared to use it again unless you throw out a slow move like 6H/dubious curve. I think SV wont hit an FRCD dubious curve. hmm depends on the timing i guess </p><p>
</p><p>
Zoning</p><p>
Order-sol fight can be frustrating since he's fast so we have to retaliate a lot and evade his close up attempts. We need to 5P a ball either pball or sball to stop order-sol from running or getting close to you(i think he runs faster than chipp). Or you can just wait and surround your ground and air with balls(K,S and H,K) to scare em. </p><p>
</p><p>
Corner Pressure</p><p>
</p><p>
In order to win we need a solid corner pressure (2s, ball seisei S, 2s, ball seisei S). But i usually just summon p ball and punch it all day(corner) when OS is on low health. You can also try N-O's style of whiffing SV(n-o intentionally whiffs the 6H close to order-sol)</p>
]]></description><guid isPermaLink="false">791</guid><pubDate>Wed, 27 Aug 2008 13:19:06 +0000</pubDate></item><item><title>vs. Baiken</title><link>https://www.forums.dustloop.com/forums/topic/782-vs-baiken/</link><description><![CDATA[
<p>Extracted from the old matchup thread. Thanks and credits to ky0n01.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ky0n01" data-cite="ky0n01"><div><p>vs BAIKEN</p><p>
</p><p>
<strong>Her weakness</strong></p><p>
Low damage output, lots of prorated moves and her worst weakness that we can't seem to abuse is her low defense.</p><p>
</p><p>
<strong>Her strength</strong></p><p>
iad, pressure, and her ability to escape pressure.</p><p>
</p><p>
<strong>Moves you should IB/SB</strong></p><p>
iad jH</p><p>
tatami</p><p>
kabari sb*</p><p>
Tsurane Sanzu Watashi ib the 1st and 2nd hit and sb last hit*</p><p>
</p><p>
<strong>Moves you should FD</strong></p><p>
Don't forget to FD lvl3-5 and vacuum effects moves. if your baiken always use yousanzen on you, you should FD a lot to get her yousanzen out of range</p><p>
</p><p>
kabari*razor something*</p><p>
j.H</p><p>
2D</p><p>
H</p><p>
S</p><p>
6H</p><p>
</p><p>
<strong>Prorated moves</strong></p><p>
2D - 70%</p><p>
throw &amp; air throw - 80%</p><p>
2p/2k - 80%</p><p>
youshijin - 70%</p><p>
sakura - 85%</p><p>
</p><p>
<strong>Counters</strong></p><p>
Youshijin= air combo on CH but can be punished if not CH. mad struggle always beats this move.</p><p>
Sakura= upper body invincibility. if it hits you can mash out of it if they don't frc/</p><p>
Ouren= her most annoying escape move. on CH leads to a combo KD/</p><p>
Mawarikomi= she runs at your back</p><p>
</p><p>
<strong>Recommended Pokes</strong></p><p>
2k (best poke in this match)</p><p>
2D (2nd best)</p><p>
jD</p><p>
2s</p><p>
5s</p><p>
</p><p>
<strong>Recommended Moves</strong></p><p>
mad struggle</p><p>
teleport</p><p>
carcass raid or fb</p><p>
double head morbid = damage</p><p>
</p><p>
<strong>Damaging Combo's</strong></p><p>
dubious curve loop (best damaging combo, but you needs to be in corner)</p><p>
6p&gt;6H&gt; 3-ball seisei </p><p>
6p&gt;6h&gt;cr&gt; double head morbid fb </p><p>
6p&gt;6h&gt;cr combo to corner dubious curve</p><p>
</p><p>
<strong>*Combo's i always do*</strong></p><p>
2k&gt;2d&gt; double head morbid S</p><p>
2K&gt;2d&gt; ball seisei</p><p>
6P CH&gt; cS&gt; jS&gt; jP&gt; jS&gt; JC&gt; jS&gt; jH&gt; jD</p><p>
6P CH&gt; 6H&gt; double head morbid H</p><p>
6P CH&gt; 6H&gt; 3-ball seisei</p><p>
ch madstruggle&gt; 2k&gt; 5S&gt; 2S&gt; 5H&gt; dubious curve&gt; ball seisei</p><p>
2k&gt;2d(2hits) CH&gt;stinger aim h frc&gt; 6p&gt;6h&gt;double head morbid FB*if health is below 60% or guard bar is filled. i simply use a lot of FRC if guard bar is 75%. die baiken!! die!!*</p><p>
throw&gt; 6p&gt;6h&gt;ball seisei</p><p>
corner throw&gt; 6p&gt;6h&gt;cr&gt;summon hb&gt;6p&gt;6h&gt; summon Sb&gt;5S&gt; dubious curve</p><p>
dubious curve loop for the finish</p><p>
</p><p>
</p><p>
<strong>Recommended Ball Formation</strong></p><p>
</p><p>
K&gt;S&gt;P - prevents all counters except mawarakami</p><p>
H&gt;K - prevents all counters except mawarakami</p><p>
K&gt;P- prevents youshijin counter</p><p>
S&gt;P teleport dash* try this at hoome</p><p>
</p><p>
Toorikuu da. defense</p><p>
Round one lets rock! At the start of the round you could use 5s/2s/2d but you'll get countered anyways lol. When getting out of pressure you can 2D&gt; teleport out of it, but i prefer to just FD all of her stuff until she's pushed back enough to poke&gt; teleport.</p><p>
</p><p>
The problem here is that she can immediately reach you if you try to summon. So the trick is to bait her to iad and then 6P her ass. Not only that you've damage her (a little) but you'll be free to summon 3 balls :D From this moment on, baiken will have 2nd thoughts to iad you and you can sometimes get a free summon if she's too scared T_T</p><p>
</p><p>
<strong>Corner defense</strong></p><p>
Her pressure game in the corner is pretty tight, but she only has a few mixup moves. But the one you should watch out for is TK yousanzen, with 50% tension they can combo off it. Use FD to push em out the yousanzen's range.</p><p>
</p><p>
Conserve tension for DAA or for FD to avoid her corner pressure. </p><p>
</p><p>
<strong>Offense</strong></p><p>
RAWR! Although we can't pressure baiken, we have our own way to put pressure on her.</p><p>
</p><p>
Your best counter to her counter is mad struggle. She won't be able to use a counter until the last hit of MS. Mad struggle should be blocked high, she won't be able to input *12 until the last hit. And if they still tried to counter till the last hit with either sakura/yoshijin then punish em.</p><p>
</p><p>
Remember to dash break whenever a ball hits. In this way, you can always punish her standing counters. 2K is your safest poke bec of its fast recovery and small active frames. low moves also prevents baikens running autoguard. 2D to pass thru counter sakura, but you could get CH if baiken used yoshijin.</p><p>
</p><p>
<strong>Tricky gatlings</strong></p><p>
5k &gt; tk mad struggle</p><p>
5k &gt; 2D</p><p>
5S &gt; 2D</p><p>
5S &gt; teleport</p><p>
2D &gt; teleport</p><p>
5p &gt; throw</p><p>
</p><p>
Ball Seisei tricks, letz rock</p><p>
o-k</p><p>
</p><p>
</p><p>
o-h</p><p>
Okizeme H&gt;K</p><p>
1. 2p Hb&gt; back jH Kb - this setup prevents baiken's two counters, sakura/yoshijin and theres a chance to grab her ouran counter. </p><p>
2. j.k Kb&gt; *either you do a crossup or mad struggle. teleport is possible but i dont recommend*</p><p>
</p><p>
-------o-k</p><p>
--o-p</p><p>
----------o-s</p><p>
K&gt;S&gt;P</p><p>
1. 5p all the balls - i think this could prevent all of her counters except mawarikomi. after 5ping the balls you should close in to her so you can punish her mawarikomi if ever she does it. or you can do anything to piss her off, since her counters are ineffective at this moment.</p><p>
</p><p>
--o-p</p><p>
----------o-s</p><p>
Okizeme S&gt;P</p><p>
1. 5P Pb ASAP &gt; teleport ad crossup&gt; *mad struggle/throw/jS*  - torikuu da! this move is pretty annoying to defensive type baikens, bec they always wait for you to counter. this also messes up their their execution for counter.</p><p>
</p><p>
oki&gt;3 ball seisei&gt; throw</p><p>
1. dash feint attack&gt; throw</p><p>
</p><p>
uhh please add anything i missed or anything you like..</p><p>
</p><p>
anyone know a good 6p&gt;6H combo that lets you hit a ball as you combo?</p></div></blockquote>
]]></description><guid isPermaLink="false">782</guid><pubDate>Tue, 19 Aug 2008 06:19:26 +0000</pubDate></item></channel></rss>
