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Posted

Say I get a blocked 6p 6h ball set on a cornered opponent, I know the opponent is going to jump forward/straight up what is the best ball set and follow up attack to guarantee hitting them?

pressure him if he's near you [5p,tk.Madstruggle,2k,carcass raid....etc]

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Posted

I'd say P ball or K ball, then 6P it. Should make a wall in front of you and prolly force them to air block it, after which you can just jump forward with j.P, j.S, whatever to drag them back down to the ground for more pressure. .....theoretically, anyway :8/:

Posted

Gonna update the thread this weekend. Add info on old stuff like CR loops, maybe post new combos I steal from vids, general strategies, etc.

  • 2 weeks later...
Posted

i won't hide the fact that i am a 3rd strike player but with the release of AC i have given it a shot and venom is the only character that really appeals to me i have been practicing some .. home brew? combo's thought i was the shit till i remembered air recovery was in this game haha ^^ almost thought i could infinite potemkin... ANYWAY these threads are very informational thanks for helping me out! -Mackinzie

Posted

Noobish Venom question Its about charging stinger aim and carcass raid(sp?) in some matches for nanashi ( especially the ones Vs. Kaqn ). in one of his corner throw comboes, he did the following: Throw -> 6P -> 6HS -> P Ball -> 6P -> 6HS -> Carcass Raid ( S one I believe) when did he get the time to charge carcass raid >< ? :vbang: Sorry for the trouble & thanx for reading

Posted

MISC

Doing 6p, 6HS, S Carcass:

You need to start charging as soon as you input the 6HS, before it even comes out. Then hit up and slash somewhere around the middle of the 6HS animation. It's kinda tricky, but you kinda get used to it eventually. Not really much else to be said, so just go practice bitches.

This have to be the most commonly asked question in the Venom forum.

Posted

Almost asked more than " How do i get clean hit on grand viper? lol. Its cool tho, its not easy to pick it up at first (hell i cant do it still conisistantly, dont practice that enough). When doing the 6p>6HS>S CR you want to start charging the carcass raid b4 u even see the 6hs come out. Once done right you will see the 6hs cancel into the carcass raid. I still do 6p>6HS> p ball summon> 6p>6hs> p dubious curve For lockdown purposes i see N.O. do s ball summon into 2s a few times and it locks the person into block. It even combos if done right, when ending into a stinger aim frc into more pressure. Any tips on good way to start this? I think i used to just punch a ball as there getting up then start that kinda pressure. Tensionless pressure ftw lol.

Posted

so I'm nto sure what kind've combos you guys use in the corner for grabs. I'm not very good at the whole grab, delayed j.s, j.d trick, so i've been using the grab, DC-D, 5k, 6p,6h,warp, c.s... now from there it seems you can't repeat because they can tech. However you CAN link into the c.s into DC-s, 2s, DC-s, 2s, loop oooor you can get in the dc-p, 2s,hs, dc-p, 2s, loop. (from here i'd probably dc X drop a 2nd ball for wakeup pressure). Just wanted to share!

Posted

one more i forgot... grab in the corner, DC-K, 6k(5 is fine but i like to hold ahead of time), 6p, 6h, pball, 6p, 6h (wasn't sure if it was going to work so i just finished with a HS-DHM and did 118 and they're on the ground..)

Posted

playing with that corner throw combo, its good. You can either go for an air combo that ends with a knockdown or just stay on the ground. Oh I stumbled on this, u can freeze a dubbie ball, that can actually be very scary.

Posted

Hey would rushdown with dubbie frc almost be a nice option for lockdown? I mean SA is godly but if its IBed or SBed can u get hit or thrown? I dont know how much advantage it gives u but it seems like alot. Every time i get a dubbie i can summon another ball without fear.

Posted

HS Stinger FRC pressure is prolly the safest, actually. If anything, DC pressure would be much easier to SB or IB, but I don't know what that really means in terms of frame advantage if you're gonna FRC it anyway (I think that shit leaves you at like +25 on block :toot: ) . Generally speaking though, you don't need to FRC DCs for pressure since not many players are that comfortable with SBs in tourney scenarios, and IB doesn't take away enough of the blockstun for them to really be able to do anything about it aside from jumping. 2D will prolly beat out any ground pokes. I use non-FRC'd DC pressure on people all the time, and it's not that easy to get out of. Plus most people aren't used to fighting Venom, so I doubt they'll really understand what's going on.

Posted

I see your point, im just trying to make the tightest pressure i can. I remember getting thrown by potemkin between a slight hole in my pressure. I enjoy using DC then right when they try to counter i will warp to the ball that was created and i can start the rushdown all over again (Hs ball then k ball i think)

Posted

We've got a LOT of stuff here, but I think it would be best to break it down to our B&B some of the stuff you stick to the most. Variation is key with venom, but you HAVE to have staple stuff to fall back on, as we all know a big part of GGX is muscle memory (specially with frc's combo's/loops etc.). This is some of the basic stuff I tend to do, hopefully you guys can break it down the same way. keep in mind, I'm at work so I can only do this is off the top of my head, a lot easier to write down when i have the game in front of me. Starting match: I tend to go for either a 2s, SA/s-CR. Depending on the person/character I'll do 4s,2s,sa/cr. Ball pressure.. My ball pressure really sucks to be honest. I stick to throwing out quick p/s balls for ground pressure/AA, I'll use the typical j.k,air dash, or k ball warp but nothing too great. Advice here would be GREAT. Ground pressure: Almost all of my setups go 2k,c.s.... assuming they are going to block anything you throw at them, what do you do? I usually go 2k, c.s(1-3), s-DC,2s, CR/SA> then sa(frc if i have bar) dash in and rinse, if I expect them to turtle I'll throw CR instead of SA and just dash in afterwards, this is risky if they attempt to exploit a possible opening If i have bar I'll usually go 2k.c.s(2-3), 2396D, dash in, 236H, 6p, 6h, CR, 6p, 6h, dhm, ball (throw in 2D anywhere for low instead). *I've seen people link into a c.s(3) and then DC, but i always thought they could tech from that, haven't had time to check (mostly come here at work) Out of a sweep, if I'm close I'll usually just drop a p/s ball and P it and charge in behind. K ball, 9jk, 66, j.s, 236D(if I have bar), if not I might >236S, 2k, c.s, DC. If they're in the corner and i'm at the k/9k distance i'll dash in and do j.s, j.d(if it connects they'll bounce in the corner), and you can c.s, into DC, or whatever you want, *but I think since it's from j.d w/o CH they can tech if you try to c.s, 6P, however, I think that means it should also allow for a DC loop as if grabbed since they were in the air. Thats my basic high/low ground pressure. Grab combo. At mid screen I really don't know what to do with myself when I grab, maybe either 2396H and then 6p, 6h, from the flip, or S-DC,2s (depending on the distance, the 3 ball block will be enough to give you time to get in), sometimes K depending on the distance. In the corner I like to go grab, d-dc, 6k(i just hold early), 6p, 6h, warp, c.s, dc again. This combo gatlings directly into 2s loop, as well as pball, 2s, hs, pball (but this one will knock you much further back than 2s, dc, 2s, dc, 2s, dc so 2s is probably better at least in terms of advantage, leaves you closer and I think buys you more time for another ball drop after dc) *I'm NOT sure, but I THINK it's possible to loop, d-dc,k,6p,6h,warp,c.s(1), d-dc. I know some people can tech, but I dunno if everyone can? anyone know? Air grab: fuck me, usually they're too high for me to do anything more than a j.s,j.d before they tech so I'll usually just let them tech and ball drop, and try to pressure as they land.

Posted

I'll give it a shot. I was thinking of posting some of that stuff anyway. Start of round options: - backdash if I think they'll jump in, so Ix can 6P that shit - 2S, S Stinger if I think they'll poke, then dash in with 5S(f) xx ball summon - 6P, 6HS, ball summon if it's Pot, or a Johnny I think will TK Ensenga - 5S(f), HS Stinger if I think they'll backdash - block, ummmm.........NEVER :kitty: Ball pressure: My ball pressure is pretty shitty too, outside of oki. For runaway, I use K ball, P ball, 5P OR HS ball, K ball, P ball OR just P ball or K ball. If I land a combo at midscreen, I'll end with HS Dub Curve, then dashjump with j.HS and mixup between airdash, j.S, j.HS OR land, 2 hit 2D, S Stinger, FRC~dash, 6P, 6HS, whatever. Really good for carrying characters to the corner. For corner combos, I'll do K Dub Curve, P ball, then dash j.K into the same mixups. Can't think of anything else special I do. Corner pressure strings: dash in, 2K, 5S©, S Dub Curve, 2S, S Dub Curve, 2S, S Carcass, dash in, 2 hit 5S©, 5HS, S Stinger, 5S(f), HS Stinger, FRC~dash in, whatever. I'll do stuff like that depending on how much bar they have or how they try to FD, and other shit like how good they are at IBing or if it's a DP character. CHOMBOZ: First off, I don't spend tension on things started with 2K unless I think I can kill with it. I'll just combo to Dub Curve or sweep xx Kball, depending on the character (sweep if they have a DP so I can cross them up). With that out of the way, here are the corner combos I use (all done on Ky): ground combo to 5HS, K Dub Curve, P ball. dash jump, j.K (hits top ball), land, 2 hit 2D, S Carcass, FRC~dash, 6P, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, j.HS, D ball (202 dmg) ground combo to 5HS, K Dub Curve, P ball. dash jump, j.K ( hits top ball), low air-dash, j.S, j.HS, land, 1 hit 5S©, S Carcass, 5HS (hits ball), wait, 5S(f), HS Stinger, FRC~dash in, 2K, 2 hit 5S©, 5HS, K Dub Curve (203 dmg) j.236+D, and, 6p, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, 6HS, P ball, 5S(f), HS DHM (225 dmg) [throw (out of corner), 2 hit 5S©, 5S(f), HS ball, K ball. Dash jump, j.K (hits top ball)], airdash backwards, j.S (cross-up) OR airdash backwards, whiff j.P, land, throw OR land, 2K, combo throw (into corner), 6P, 6HS, S carcass, dash in, 6HS, P ball, 6HS, k ball, HS ball throw (midscreen), dash in, 6P, 6HS, P ball, 6HS, k ball, HS ball I'll add more stuff later.

Posted

So, unless i'm doing something wrong (in which case guys PLEASE correct me).. It appears you can do a c.s(3) into a DC against certain characters and thy can't tech, for other characters like sol, etc. that have different timing it WON"T work. After testing this on everyone, here is the list of characters it WILL work on. WILL WORK: Ky Potemkin Testament Johnny Zappa I also wanted to note, that using c.s(3) into a DC adds the 'airbourne" property to the dc, similar to that of grabbing. So that means if you have ky in the corner and catch catch him with a 2k, c.s(3), d-dc, you can follow into 5k, 6p, 6h, warp, c.s, DC Just wanted to share in case this wasn't already covered.

  • 2 weeks later...
Posted

j.236+D, and, 6p, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, 6HS, P ball, 5S(f), HS DHM (225 dmg)

On carcass loop, try to finish with a P ball, S(f), DC rather than a DHM. It almost does the same damages and you can knock down ennemy with a charged ball (and then summon another ball to press one again).

The only thing is to pay attention to the distance, otherwise ennemy can tech. Depending of the characters, you'll have to be close/middle/far from him to do it. And if you're to close, you can also do a P ball, P, DC.

(and sorry for my english)

Posted

Yeah, I'm really just nowhere near the opponent when I do that combo in most cases. How do you stay close enough to finish with DC?

Posted

In fact I usually do a simple "239D, 6P, 6HS, CR, dash, 6P, 6HS, CR, (little or big dash), 6HS, P ball, (little or big dash), S(f), DC". (this combo unfortunately doesn't work very well on AX,BR,ED,AB). It's the easiest way I found to finish with a DC. You can do the two last dash to stay close to the ennemy. With KY,RO or BA for exemple, you have to dash a lot so you can finish with a DC. And with most of the other characters, the DC won't touch if you're too close, so you have to dash just a little bit. But with your combo, you don't have much time to make any dash, that's why it's difficult. (on the other side, it makes great damages, very useful thank you) Sorry if don't explain very well, I'll try to make a little vid this week, it may be more easier to understand ^^.

Posted

Summon a ball. Either S ball or D ball are the best IMO. Note that he warps to the first ball that was summoned. So if you do S>P ball> warp he'll warp overhead the S ball. However if you hit the first ball then the he warps over the 2nd ball that was summoned.

Posted

As promised, I made a short video just to show the way to finish carcass loop with a DC.

When you know how to do the loop itself, it's not difficult at all. It's just a matter of distance/dashes, depending of the characters. But if it's done at "middle/normal distance" (as I did it on the vid) it should works with everybody.

http://fr.youtube.com/watch?v=Sv0IQXgd_pM

(I did it quickly, hope it will be ok ^^)

Posted

It was a friend playing the dummy (I'll have good reasons to hit him next time ^^), but you're right I usually train with a neutral recovery. Didn't know it changed anything, thanks for the info oO. It's not ok anymore. I'll have to do a single loop if I want to place a DC at the end, and a DHM if I'm doing two loops. Gonna work it again. I'll remove the vid, I didn't want to lead anyone in the wrong way. Soory for this

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