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Posted

If Ky's damage output really bothers you, learn the 2D > stun edge FRC combos and do 180-240 every time.

Granted, they're hard, they're character specific and so on, but same goes for a lot of the other characters' big damage combos.

I do use those. Or at least try to. And yea those do crank out the damage pretty good. But Typically you land those off of prorated starters like 5K, 2K, 2P. So they do a little less than 200 but yea. Still good.

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Posted

(thanks to POscrub, page 40)

Testament:

* Average damage B: A hit from anywhere with 25% ends up in a 30-40% Badlands loop. Actual damage from Badlands loop varies widely in different situations over different characters, average rating = B.

* Max damage B: Badlands loop starting from Nightmare Circular CH -> Master of Puppet is 70% damage + the knockdown.

* Pokes A: Nets, Trees, Skull (phantom Soul), Forward/back EXE Beast, f. S, 6K, 6H, are all really effective, but have enough recovery to be less than safe. Traps require good placement as well.

* Breaking out of pressure B: forward EXE Beast is guaranteed after frame 2, on trade or if FRC'd, Testament can followup with a combo. And there's nothing 2HS can't do.

* Mixups A+: Fast and gatling cancelable overhead 6P, even harder to see behind a net or tree.

* Pressure/Lockdown B+: In the corner, Testament has an absolutely brutal lockdown. Midscreen however, they can IB Testament's gatlings, and jump out of the EXE Beast.

* Okizeme S: Net + 6P or low hit is easy and effective. Any hit ends up in a Badlands Loop. Although it uses tension, Back EXE Beast FRC -> Tree results in a meaty Tree hit which is quite difficult to counter.

* Against ground C: Other than laying nets for extra hang time, Testament doesn't really have anything special. j. HS is probably his best.

* Against air C: 6K, 6H. Random Badlands is also worthy of mention.

* Defense C: Normal defensive modifier, but seems to be somewhat easy to combo.

* In general S+: Strongest zoning/control, effective at all ranges, close, mid and far. Extremely stable. [Ed note: Best lead holder in the game]

* Overall Rank: S

* Good matchups: Testament goes even or better against pretty much everyone.

* Bad matchups: NONE [Ed note: Because they took out his Daddy, Kliff]

(thanks to POscrub, page 40)

Venom:

* Average Damage D: Because his good stuff depends on having Balls set, situation specific.

* Max Damage B+: Gatlings containing 5S, 6P, etc. can get the guard gauge flashing in a hurry, so big potential.

* Pokes A-: f.S, 2S, Ball, Stinger Aim and Carcass Ride are all effective. Payoff for connected pokes is low though.

* Pressure/Lockdown S: Although you could argue that Venom pressure/lockdown is a bit reliant on meter and that there's many opportunities to Slash Back, it's still the best in the game.

* Mixup B+: Although he has no overheads you can't react to, it does leave you at frame advantage, so you can hit confirm -> combo off it. [Ed. note I think they're referring to Mad struggle, 5D is -12 on block]. Fuzzy guard mixups off Renkei are really useful.

* Okizeme A: The different ball patterns alone already give a lot of options, the fact that the order the balls are placed in [order of Ball Seisei] also changes their position only adds to that.

* Against ground C: j. HS is the mainstay, Mad struggle (dive) has poor priority. Pretty much average in this category.

* Against air A: 6P, Carcass, 2H, 6H, rising j. D (jump and immediately D) all have their uses at depending on the range and particular situation.

* Breaking out of Pressure E: Well, at least Venom has a good DAA but... you guessed it, Venom is worst in the game at this.

* Defense C: Absolutely average

* In general A: See Spirit juice's post below, and you decide .

* Overall Rank: B. Definitely not midtier. [Ed note: guess, I read it as meaning Venom is definitely above average]

* Good matchup Johnny: Venom owns Johnny in general.

* Bad matchup Slayer: Matchup is better in AC than it was in Slash, but Slayer still tops the list of characters you don't want to fight.

i must disagree with the venom stats. i always hear venom is difficult and blah blah blah. but often enough my brother can get an easy 12 hit with venom that includes gatlings, canceling, relaunch combos and the sort(on the ground that is). i myself dont play venom much but can say this: hes definitely in the fight for the position of gaurd damage and pressure king. the only fault i can see as a less than part time user is that he cannot chase or rush-down without 623s or 623h.

im disagreeing with the first one (average damage) how can that be so low and then evrything else b and above,excepting the two c's.

we are not seasoned players either. only been playing since reload at about the time of isuka. and that was off and on. only now have we gotten really deep into it.

Posted

shinquickman: Millia isn't always landing random jP or mixups, though. She gets lots of her damage from throw combos and such, which is my entire point. People hype up some characters as having beastly damage or whatever when, in practice, they are generally landing their crappy 15% damage combos most of the time. Nobody says "well Sol does bad damage because he's mostly landing strings into 2D XX Bandit Revolver," they all say "Sol does a ton of damage because he can RC random stuff into Sidewinder loop for 45-50% damage combos that are better than everybody else's 45-50% combos." Whereas everybody is always like "well Ky's damage sucks because he's always doing some crappy knockdown combo" and not "Ky does a good amount of damage off 2D or CH 2H." It's just this really subjective thing... personally I think it's because Ky's combos don't LOOK like they hurt that much, nor does Ky have a history of being a high damage character (except in Slash, lol guardbar) so "Ky doesn't do that much damage." re: Slayer v. Sol I think the matchup slightly favors Slayer because his strengths (zoning people out with huge normals that kill you on CH or with tension) happen to work really well against Sol's major flaw (trouble getting in against good zoning). It's not like a perfect counter; both sides have answers to whatever the other guy has, it's just that Slayer starts with an edge so if you're just trading counters, Slayer comes out on top more often than not. That said, Sol's mixup isn't too bad. Decent grab with awesome payoff, strong frame trap normals that have varying payoffs (ranging from mediocre knockdown to big combo -> knockdown). His main issue is that his mixup kinda fizzles out if it fails; he doesn't really get to try again if you avoid his mixup, since he gets pushed out too far pretty quickly. Also I use 6P as oki against Sol fairly often, mostly when I feel like I need to get people to stop VVing all day. I love doing bad mixups into good combos as much as the next guy, but Slayer can afford to play it safe against Sol anyhow. S rank vs. C/B rank, what what.

Posted

Makes sense I guess Spirit Juice. After all, I'm just a dude with a dictionary and not much else. Figuring how particles mesh together is not something I have the patience to sort through carefully.

One for the road. You're up Hellmonkey :P.

Testament:

  • Average damage B: A hit from anywhere with 25% ends up in a 30-40% Badlands loop. Actual damage from Badlands loop varies widely in different situations over different characters, average rating = B.
  • Max damage B: Badlands loop starting from Nightmare Circular CH -> Master of Puppet is 70% damage + the knockdown.
  • Pokes A: Nets, Trees, Skull (phantom Soul), Forward/back EXE Beast, f. S, 6K, 6H, are all really effective, but have enough recovery to be less than safe. Traps require good placement as well.
  • Breaking out of pressure B: forward EXE Beast is guaranteed after frame 2, on trade or if FRC'd, Testament can followup with a combo. And there's nothing 2HS can't do.
  • Mixups A+: Fast and gatling cancelable overhead 6P, even harder to see behind a net or tree.
  • Pressure/Lockdown B+: In the corner, Testament has an absolutely brutal lockdown. Midscreen however, they can IB Testament's gatlings, and jump out of the EXE Beast.
  • Okizeme S: Net + 6P or low hit is easy and effective. Any hit ends up in a Badlands Loop. Although it uses tension, Back EXE Beast FRC -> Tree results in a meaty Tree hit which is quite difficult to counter.
  • Against ground C: Other than laying nets for extra hang time, Testament doesn't really have anything special. j. HS is probably his best.
  • Against air C: 6K, 6H. Random Badlands is also worthy of mention.
  • Defense C: Normal defensive modifier, but seems to be somewhat easy to combo.
  • In general S+: Strongest zoning/control, effective at all ranges, close, mid and far. Extremely stable. [Ed note: Best lead holder in the game]
  • Overall Rank: S
  • Good matchups: Testament goes even or better against pretty much everyone.
  • Bad matchups: NONE [Ed note: Because they took out his Daddy, Kliff]

testament does have a bad match up against axl. venom could be argued and bridget could be argued

testaments anti airs are 5p , 6p, 6k, and 6hs all pretty below average. 5p 6k and 6hs are pretty much all the same in use. where 6p would be used more for that upper body invincibility.

air to ground : j.hs, or j.p

air to air : j.s is probably the best and safest one to use. leads to badlands and is can be jc'd

Posted

If Ky's damage output really bothers you, learn the 2D > stun edge FRC combos and do 180-240 every time.

Granted, they're hard, they're character specific and so on, but same goes for a lot of the other characters' big damage combos.

I-No's big damage combo works on the entire cast* and causes over 300 damage on most charachters. the best part is that it also builds tension fairly fast :)

*I'm about 90% sure it does atleast

Posted

I-No's big damage combo works on the entire cast* and causes over 300 damage on most charachters. the best part is that it also builds tension fairly fast :)

*I'm about 90% sure it does atleast

Slayer's big damage combo is two moves.

Posted

Sol with sidewinder loop and Axl with bomber loop

Don't know about Axl, but Sol's SW loops typically cap out at 50-60% percent. 300 damage combos are not that common for him, so I wouldn't put him in that category.

And Bridget. He has unblockables.:v:

I don't think he gets 300 damage in total from his unblockables though. o_0

Posted

Don't know about Axl, but Sol's SW loops typically cap out at 50-60% percent. 300 damage combos are not that common for him, so I wouldn't put him in that category.

I don't think he gets 300 damage in total from his unblockables though. o_0

Axl gets close to 300 against a lot of characters... IF he gets a BLoop from something like Kokuu or Bomber, and then optimizes damage.

The real danger of Axl is his ability to knock down and his ability to build guard meter. I think Sol can get a good 200-250 from a wild throw, which is good considering the proration, but it's not 300.

Posted

Axl gets close to 300 against a lot of characters... IF he gets a BLoop from something like Kokuu or Bomber, and then optimizes damage.

The real danger of Axl is his ability to knock down and his ability to build guard meter. I think Sol can get a good 200-250 from a wild throw, which is good considering the proration, but it's not 300.

add in if they block a clean hit sidewinder

and watch the damage go on and on and on

oh wait no more health

Posted

add in if they block a clean hit sidewinder

and watch the damage go on and on and on

oh wait no more health

......

I hope you're being facetious.

Posted

300 damage combos in match play have to happen really early in the lifebar, and usually off some beefy hit. People that can hit 300 damage with out wasting heaps of tension, off legit setups are like... May, Aba, and Slayer... maybe axl.

Posted

who besides slayer , aba , pot, jam, may,testament, zappa (raoh) lands a 300 damage combo in a match?

I-NO

And I have landed it in a match. ALOT of times.

I don't think I've ever seen the japanese do it in vids. Don't know why?

Just to be clear:

50% tension to start, 75% total (100% optional)

TKUF, JS, JH, P-Dive, 66, JS, VCL, CS, JS, JH, HCL, FRC, 66, JS, VCL, CS, JS, JH, HCL. And if you have tension FRC, 66, JH, P-Dive, S-Dive.

Posted

......

I hope you're being facetious.

well you know it is absurdly situational and you'll probably waste 50% tension so you don't get thrown when you touch the ground :v:

Posted

Doesn't Robo has 300+ damage combo? Pretty hard to pull it off I heard but doesn't it do around 80%?

Posted

Not really. Closest you get is with heat: 214s>5h frc 66 > [c.S > 214S 66 ] xN assuming a) you don't hit the corner b) you have heat and c) you have over 50% tension to make horsie a level 3. corner missile combos also do a lot, but still not 80%. Then again both are quite specific anyways.

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