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Posted

This is all pretty cool, but don't overreact, in many difficult matchups it's very rare to get that (in neutral)

 

Definitely can have applications though, May allow for some unique corner pressure starters for oki. I wish you could do that with QV though, because you'd have that much more time from doing QV > Summon rather than Summon > Summon.

 

Time will tell...the Japanese is beyond me but if someone wants to tweet some JP Venoms about their thoughts, that would be cool.

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Posted

This is all pretty cool, but don't overreact, in many difficult matchups it's very rare to get that (in neutral)

 

Definitely can have applications though, May allow for some unique corner pressure starters for oki. I wish you could do that with QV though, because you'd have that much more time from doing QV > Summon rather than Summon > Summon.

 

Time will tell...the Japanese is beyond me but if someone wants to tweet some JP Venoms about their thoughts, that would be cool.

No doubt, I was thinking for oki more than anything. 

Posted

Well lowering the execution barrier will be nice for me!  I really have a love hate relationship with this character.  I think hes awesome, but my execution is just not there.

Posted

https://twitter.com/fino_077/status/563630505405317120

https://twitter.com/fino_077/status/563632321589284866

I don't know any Japanese, but I could extract a little meaning from a few things through Google translate;

1: He compares the advantage of new auto ball set to CR. Not too clear what he means, maybe new auto set is faster than just cranking off 214X x N giving him more time for setups?

2: clS xx SQV 5P IAD should be pretty much universal on nearly every crouch confirm!

3: clS [3] xx K QV, microdash K QV is a thing now?

Posted

On the tweets: A friend of mine translated

P Ball goes pretty low and seems useful for Carcass, but not much else.

Dark Angel is great! KOREZO VENOM! (This is Venom!)

Nothing changed with c.S, wondering if he should test things.

He seemed to have a weird impression of the new ball summon mechanic. (I wouldn't worry, see below, I think he may not like it for whichever reason?)

The combos mentioned are correct. (I personally imagine c.S(3) and comboing 2 different QVs to get extra balls...an interesting trade for damage/corner carry...)

This friend also went to the test and got a little something 

https://www.youtube.com/watch?v=kmqupvZ52KE

He also had this to say:

"I also tested putting up the pool balls. Its SO fast. Just do 1 ball, then hold the next one, it'll come out with the fastest timing. No need to time fireball motions perfectly. The red ball super recovers fast enough that combos seem possible."

"Very little pushback on QV means more combo opportunities."

Edit: He felt like spoilering me so here's some Bishop:

https://www.facebook.com/video.php?v=10153746613526393

Posted

Oh wow, lets hope all these changes stay until the final version 

Good shit to Karl, Also comboing into bishop seems as if it would prorate alot but who cares!  :v: i always wanted to do combos involving bishop runout

in the corner, now it actually seems possible so yay for that and CR a ball to get a charged ball seems a little too insane, now people might have to end up blocking forever in the corner instead of like 10 seconds 

Posted

How did Dark Angel change? Fino essentially said it's back to the way it was before. Does it raise guard bar again?!

Posted

It still raises guardbar actually in Xrd.

It does 6 more hits (as mentioned in OP, going to update that with the new stuff).

Also Venom can't cancel summon into summon anymore. It has to be with the new method. Not sure how this affects QV > Summon.

Posted

It still raises guardbar actually in Xrd.

It does 6 more hits (as mentioned in OP, going to update that with the new stuff).

Also Venom can't cancel summon into summon anymore. It has to be with the new method. Not sure how this affects QV > Summon.

did blacksnake lie to me

Posted

*shrug* you can see it for yourself in training mode.

 

Anyway I just remember +R Venom was crazy good in location tests too...it didn't end well. We'll see in time...

Posted

Double posting for important news (I'm a mod fight me etc.)

 

Fino said that K Ball oki can be rejected. Hmmmmmmmmm

Posted

It still raises guardbar actually in Xrd.

It does 6 more hits (as mentioned in OP, going to update that with the new stuff).

Also Venom can't cancel summon into summon anymore. It has to be with the new method. Not sure how this affects QV > Summon.

Does this mean I can't do my pro 214K 214K 214K teleport mixup anymore
Posted

Maybe they'll revert it back. Maybe the proest mixup will survive after all (but I could see why wanted to nerf it)

Posted
Oh my..

Assuming this can stack, a new P ball oki setup could be something like 2D xx p set, meaty CR BH charge, S Stinger BH charge, 5P BH dash into usual trickery. Cranked guard bar and a mixup!

EDIT: Kball oki can be rejected?

Switching full time to the now S tier Leo. See you guys in Xrd 1.2!

But seriously, who actually thinks this Blitz change is a good idea? Current BS still nets you a grip of invuln frames that need to be dealt with, why make it character killing good tier?

Posted

Well you can only raise them one level at most. Cause if you hit it with another "spin" the new ball with take it's place.

 

With Blitz...in the end lets see what happens next test or full version. Like all the changes in the end. I think although the primary oki option is gone there's still plenty of good stuff to go around...

Posted

So how does Dark Angel more hits work? It's already infinite hits till the edge of the screen. Hits faster? Moves slower? Bigger hitbox? Getting exactly 6 more hits in all situations seems like an odd metric unless the notes had a specific situation in mind.

Posted

Yeah I'm really happy about the venom changes. Way stronger now. 

 

I doing multiple balls now is so great. Used to be you had to time each one perfectly. Now they will come out as fast as possible EVERY time reliably (very good for online in particular). It also felt faster than any timed balls I've ever done. (Damn talking about venom play is awkward to word).

 

And game controls overall feel smoother probably because of the better buffer.

 

Venom vs Elphet note. Elphet's stupid bomb blows up if hit with a ball and I think if she is hit herself. Venom's absorption ball works wonders on it now. I like the change. I had a venom answer for the bomb but now hitting it will make it GONE no free explosion. The bomb caused me no problems in the 5 or so matches I had against random Elphets. I got DPed in some strange situations from Sol though :/

 

 

Also Venom can't cancel summon into summon anymore. It has to be with the new method. Not sure how this affects QV > Summon.

 

You mean yrc ball, yrc anther ball? I'm not 100% sure but I'm pretty sure I did this at the location test.

 

Also DaiAndOh put my name I'm part of the community! lol.

 

Someone asked for a description of the balls, you do 1 ball, hold the next one as soon as you see the 1st come out. He'll do the 2nd one as if you did fireball motion. So it just cuts that out. Think of it as buffering the ball by HOLDING the next button. By buffering in this manner it will always come out as soon as possible. That's all it is, if you CONTINUE to hold after its out he'll teleport accordingly to the 2 balls out. You can string all 4 balls. I didn't try more than that, you probably can go around and around to all the buttons multiple times to troll, lol. So they made calling out multiple balls work similar to the auto teleport.

 

Part of me feels like its easy mode controls for venom whereas other chars don't have auto moves right? Let me know if there are some. Another part of me feels its a good change. Making Venom better by putting in-game macros is kind of a cheap way to make him better instead of, you know, actually making him better lol. But at least he gets faster.

 

Oh, yeah and from the video, hitting the ball makes them level up. I think I'll use this by charging the ball 1 lv and hitting another one to jump to lv 3 its relatively fast. Max is 5 right? when it jumps to 5 it gets big so fast its kinda jarring. I surprised myself 2 or 3 times mid match. Might be good to mess with the opponents mind as it appears suddenly huge and sitting on top of them waiting to be activated, hehe.

 

I would of liked to see some more invulnerability on the heavy mad struggle at the end. Used to have some strange properties in the earlier ggs that I abused since it looks like a terrible move it surprised a lot of ppl.

 

All in all loving the changes! I'll try to go today. If I do I'll try to take a PROPER video this time, I was kinda tired yesterday.

 

If anyone wants to see something I can try it out.

Posted

I doubt it's gone because it's been there for every version of Venom I've ever seen, but can you test if there's still a dead zone at the top of his 6H? Also, whether or not projectile Blitz can be baited? Like something off his H ball safejump: bnb > 6H xx H ball, dash jump late jS BH (whiffs on the opponent) then land and block the reversal blitz?

Posted

Test some doing combos with bishop? like c.S (3) activate then stuff or like combo into iad then do 6h bishop and see if you can combo?

Posted

ffff damn Karl I didn't think you would actually come here! You never posted in this forum before looool.

When I said cancel, I meant doing multiple sets. You're normally cancelling the recovery on one into another set (same with QV...please test if you can cancel QV recovery with a set still....)

Mad Struggle HS is nerfed in this game. Can't even get it to hit behind me looool. Ah well.

Posted

New changelist is out. Not updating OP until more solid information aka tomorrow morning. t.co/q74U0Skvzj

Venom changes since test 1:

c.S (3) has bigger upward hitbox (?)

Dark Angel no longer does 6 additional hits but does overall better chip.

PQV now has same range as the rest

Posted

The first thing that runs through my mind is that would make c.s a better antiair, or it's a mistranslation and in fact has the hitbox placed higher so we don't get our higher damage c.s(3) combos on the big guys that all happen to be low tier anyway.

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