Redefinition Posted October 15, 2009 Posted October 15, 2009 Feel a little bit silly asking this, but after practicing a few Venom combos, one still gets to me. I'm not sure how to pull this one off properly. =/ dash in, TK S Mad Struggle, land, 1 hit 5S©, S Carcass, 1 hit 2HS, HS Stinger, FRC~dash in, 2 hit 5S©, 1 hit 2HS, S Carcass, 2K, 2D, ball summon How on earth do you pull off the c.S(1) into an S Carcass? I've seen it done in a few Venom videos too, but it just baffles me. Is there a certain window where I should buffer the c.S, after the MS? Or am I just thinking I have to charge longer than I actually need to?
faultydefense Posted October 15, 2009 Posted October 15, 2009 you charge down while doing the mad struggle, then you go neutral for as small a window as possible for the one hit of 5S then up S for the carcass 9236S ~ [2] > 5S ~ 8S The game will read your charge for a little bit of time as you go from down to neutral to up
Redefinition Posted October 15, 2009 Posted October 15, 2009 Fantastic. That makes a lot of sense, thanks. Tried it twice, and got it pretty well both times. EJICASHUNS.
KageVincent Posted March 29, 2010 Posted March 29, 2010 Okay I read the beginning of this thread and my question still needs an answer. How do you control the warp? Seriously...I watch videos where the pros teleport forward and I do it by accident occassionally. It would be sooooo useful if I knew how to do this on purpose :/
faultydefense Posted March 29, 2010 Posted March 29, 2010 it teleports to the oldest summoned ball on the field like if u did p summon k summon s summon > teleport, it would move u to your p ball
zdravkelja Posted March 29, 2010 Posted March 29, 2010 Any tips for charging 46S/HS after 6P,6HS. I tried everything and still can't do it.
faultydefense Posted March 29, 2010 Posted March 29, 2010 That's not possible. U should be doing the 28S ball shot after 6p/6
zdravkelja Posted March 29, 2010 Posted March 29, 2010 I was thinking about that to. I didin't know it isn't possible for 46. But.... I did it 6P - 6HS - 28S I realized that I was doing 8S to late... edit: It is possible to charge 46 from 6P - 6HS, I did it.
faultydefense Posted March 29, 2010 Posted March 29, 2010 I was thinking about that to. I didin't know it isn't possible for 46. But.... I did it 6P - 6HS - 28S I realized that I was doing 8S to late... edit: It is possible to charge 46 from 6P - 6HS, I did it. whoops my bad...but stick to 28S
Dr.Faust Posted April 20, 2010 Posted April 20, 2010 ok this might be an amatior quetion but how do i charge while moving forward. I think its called charge buffring or some thing like that. I use people like Gual, Axl, Venom, and Vaga so learning how to charge right is imporent to me.
faultydefense Posted April 24, 2010 Posted April 24, 2010 while running forward you can roll your input from forward to down and still maintain the run thats one way also the game will hold the charge you've made for you for a small period of time (like a second at most) this allows you to do something like do a full charge down or back, take a step or two forward (maybe even a few steps if u run) and then let loose a charge attack (it allows may to do something like charge down, then do a standing attack, then a vertical charge move...venom can do it too, but its not used nearly as much) the hardest thing you really need to get a hang of is probably the carcass raid loop. Which involves beginning a charge at the start of a move and then releasing it before that move finishes ie: 6P > 6H (start charge) > (release charge) vertical S ball
Nattak Posted May 2, 2010 Posted May 2, 2010 6p>6hs carcass raid (s), is hard. Spent hours trying to get it now, But i guess i just have to try and try again. It's a bit confusing about the point where you would release the charge. When trying it seems it comes out too late or not at all, as if i'm not allowed to do it.
ky0n01 Posted May 12, 2010 Posted May 12, 2010 If you want to charge early as possible you have to press HS and hold 3 at almost at the same time or simultaneously
Nattak Posted January 19, 2011 Posted January 19, 2011 Does anyone have a list of warp combos for each char?
ajinkris Posted January 21, 2011 Posted January 21, 2011 (edited) im not allowed to delete this mean post Edited January 21, 2011 by ajinkris
Shinjin Posted May 3, 2012 Posted May 3, 2012 It might be a bit weird that I am posting in this very very inactive part of the forum, but what the hell! N-O is coming to Sweden to participate at the Destination Showdown-tournament with players from Sweden, Russia and France. I translated this post made by him a few days ago regarding his general game plan and view on how to play Venom for the Showdown-thread at bitterharmony. I thought that I might as well post it here as well, since I've already translated it to English. Cheers! In order to win the 5on5-tournament on May the 4th at a-cho, and in order to have fun when I’m playing, I've decided to try and think really hard on how to play!! The basics of Venom is f.S and antiair. If make the opponent afraid of coming at you, one can start using ball summon. So primarily using these two are important. There is also a need to us dashing and back dashing to reposition yourself, since you have to be using f.S and 6P a lot. In order to get better rewards from when you get your f.S blocked you need to chose your options on block based on what character you are facing. And if you’re having problems getting decent risk/rewards from those two options (f.S/anti air); you should be adding dash 2k and buppa (planned random) ball summons to the yomi-layers of the neutral game. Right now these are the only conclusions I can come up with regarding Venom, but it will have to do. The important thing is your speed regarding decision making. If you as Venom player is thinking and understanding the situation faster than your opponent, the opponent will have close to an impossible time playing against Venom. And you need to minimize the amount of time you spend on analyzing about the situation you are in in order to do be able to do this. It’s not really “mind games” per se; it’s more something in the style of constantly thinking one or two steps ahead of what’s happening on the screen. And thus you need to prepare and understand your options for different situations in advance in order to lessen the burden on yourself. Focusing on lessening the burden on yourself and being very very precise in your movement as Venom are both valid options. Let’s say your opponent has 10 options; they can either just be using the really strong ones, or they might be using the less likely options of the 10 in order to win because they will be assuming that you’re not focusing on them. The later is important and is Venoms main skill to showcase; which is why have to put your brain activity in full throttle! Losing mind games should also be part of your calculations. That’s why you need to understand whether it the lost mind game was a “lost mind game”, or was it “anti-Venom strategies” that your opponent is consciously using, or was it more in the lines of “the opponent doesn’t really understand at all”, or maybe it just happened “by chance”. You need to include details like the remaining time of the round, what round you are in, and what character you are facing in your deduction; and then chose what option you are to take. So as long it is not a “lost mind game”, and as long as you are playing well, it should result in the later of the mind game-situations explained above which gives the advantage to Venom. Venoms match-up specifics against other characters should focus on recognizing the strengths of the other characters neutral- and poking game so that you can gain the advantage. Since Venoms neutral- and poking game is so strong. So that sums up the mindset behind the neutral- and poking game. - So what if you manage to win a mind game. Well, there is not any really truly definite and optium way of gaining a reward from this situation but, generally speaking you can get some ball formations going and if you manage to score an air-combo you can get good rewards (top class in the game). It’s important not to let your opponent get off with “easily avoided if you just know what to do” when this situation emerges. And if they manage to get through your setups; you need to know what situations that leads to. If this happens mid-screen, well it happens. What’s important that you need to understand the different situations this results in, and that depends on a lot of factors. If you have a ball out after "winning a mind game"; you still have an advantage in the neutral game. And since you might not be to far distanced from each other there is the chance that your opponent will opt to be defensive; which can allow you to get more balls out on the field (even better for Venom). Having that said; if they opt to be offensive the risk/reward of ths specific situation will greatly favor Venom. Speed is of importance here as well. If the Venom player can think quicker (based on all of the knowledge about different situations etc.), he can almost automatically go for the better options. Think about the character you are facing and your opponents’ mentality. More important than always thinking logically, it’s important to mix it together with using options that your opponent will feel uneasy about based on the atmosphere. There is always the possibility that your “logic based movement” might just as well be options that you are instantaneously going for without thinking. Thus; there will probably be times where you act clumsily, so you should not just be relying that those kinds of template-based plays will always work. You have to think about how many times you can't rely on it, and on how many times you can get away with safe options, and how many times those options will fail. And regarding safe options, you need to be thinking of how big of a reward you can actually get from them. Can your offensive option always opt for one specific defensive option, or use a set counter-measure on reaction against it. You need to also factor which option your opponent wants to use in your game plan. How much knowledge can you cram in your brain, what are you instantaneously doing as a habitual response to your reads, can you execute your game plan without even being conscious about it, and how close to a flawless play can you actual be capable of. This is impossible for me, but I’ll do my best (haha!) I will of course do my best for the tournament in Sweden, but I would also wish to do good at the a-cho 5on5-tournament this weekend. I’m 100 % fired up! I’ll check out my own videos now-.
faultydefense Posted May 3, 2012 Posted May 3, 2012 I felt like one day I could catch up to him til I read this.
Kashell Posted May 16, 2012 Posted May 16, 2012 Good god. Doing that 6p,6h, Carcass Raid is hard! >__<
faultydefense Posted May 16, 2012 Posted May 16, 2012 It might feel like you'll never get it down, but once you finally get used to it it'll be like riding a bike.
Kashell Posted May 21, 2012 Posted May 21, 2012 I think I pulled it off a few times, but the foe recovers so quickly I'm not sure. I saw this while perusing the web: www.youtube.com/watch?v=8wcTCr5GMsM I'm trying to match the input. @__@
dthboi Posted May 21, 2012 Posted May 21, 2012 I think I pulled it off a few times, but the foe recovers so quickly I'm not sure. I saw this while perusing the web: www.youtube.com/watch?v=8wcTCr5GMsM I'm trying to match the input. @__@ The thing that helped me the most to get the inputs for that is advice i read from someone on this forum. It was to just trust the game to input the 6hs and start charging right away. so input the 6p 6hs and charge right away. Don't wait for the animation to end. Hopefully that helps a little it did for me.
Kashell Posted May 23, 2012 Posted May 23, 2012 Eh...not really. But I get what you're saying. I'm disconnected somewhere with this whole thing. It feels like it shouldn't be that hard but I find myself either A. Jumping and doing a jS after the 6H B. Not doing the 6H C. Doing the 6H and maybe pulling off the CR but it doesn't seem right for some reason. Like it happened to slow. Hard to explain. I'm just hoping it "clicks" soon.
Roldy Posted May 23, 2012 Posted May 23, 2012 If you find yourself jumping after the 6H, that means you're way too late. You should input 8S right after the hitstop from the 6H ends (don't input during hitstop). And by the CR happening too slow, do you mean it doesn't connect after 6H?
faultydefense Posted May 23, 2012 Posted May 23, 2012 A. Jumping and doing a jS after the 6H - far too late, you're not only doing the move before it ends, but before you run out of cancellable frames. The vertical charge actually has a small bit of leeway i think. B. Not doing the 6H - this is actually probably the closest to correct. You have to be holding down before the 6H is on the screen C. Doing the 6H and maybe pulling off the CR but it doesn't seem right for some reason. Like it happened to slow. Hard to explain. - 6H recovered and you let a naked CR fly, too late again, but if you hit early with the 6H it probably accounts for the weird feeling You just have to do it over, and over, and over...and then when you finally hit it try to remember that feeling. Then do it over, and over, and over. This is a really good way to wear the crap out of your controller btw.
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