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Posted

Dai, I caught your match vs Zidane's Leo on the youtube archive and saw you do a really clean example of S > P ball oki. Thanks for that, I've been struggling to find a clear illustration of that setup.

 

Unrelated question, but does absorbing projectiles with QV make it charge faster, or just nullify them? And is there a limit to how many hits it can absorb/nullify (IE can a QV charge destroy something like Dark Angel or Ky's CSE)?

It just nullifies them. I'm not sure if there is a limit to what it can nullify. It will nullify Leos HS projectile entirely & Ky's projectiles however I'm not sure about projectiles charged by the seal. It won't absorb a single hit of Dark Angel though.

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Posted

I just got home and did some testing. QV nullifies every non super or 'enhanced' projectile that I know of. By enhanced, I mean something like that Ky's seals/grinders/whatchamacalit floaty things turn his projectiles into physical hits, meaning QV will not nullify them. QV also won't absorb seal set, as that seems like a physical hit as well. Also doesn't nullify Sol's Dragon Install Gunflame.

Are there any weird non super projectiles that may not adhere to this rule that I can test? All I've tried so far are Ky's stun edge and grinder, Axl's [4]6 S (works) and [4]6HS(doesn't), and Sol's Gunflame with and without Dragon Install.

EDIT: I think I'm going to try to compile a list of all the things QV can and can't nullify once I have more time to grind on training. So far I have:

Sol -

Gunflame:Yes

Dragon Install Gunflame: No

Ky -

Stun Edge/Charge Stun Edge: Yes

Above through seal: No

Seal set (D and 236D): No

Axl -

Sickle throw ([4]6 S): Yes

Unblockable chain ([4]6 HS): No

I-No -

Notes: Yes (even full screen 5ish hit version)

Chemical Love (214K/S): No

Potemkin -

Projectile reflected by FDB: No

Leo -

Cross projectile ([4]6S/HS): Yes (thanks Godpress)

Venom -

All specials involving balls (Ball set into hit including charged balls, Stinger and charged Stinger, CR): Yes*

QV initial hit: No

Red Hail: Surprisingly Yes

Bishop Runout: No

Dark Angel: Technically yes, but only 6 out of the total 23 hits. For all intents and purposes, consider it a no. Useless information but interesting nonetheless.

*This is assuming the projectile hits Venom around where he is 'holding' the ball. Teleport behind during QV charge into a ball hit or stinger will NOT be nullified. This applies to all things QV absorbs, but is notable in the Venom mirror because of the ability for cross up teleports with certain patterns.

Posted

Just to give you a hand, tested some ODs simply because you can QV Ky's Sacred Edge. 

Ky:

Sacred Edge (236236P): Yes

 

Ramlethal:

Cassius(236P): Yes.

Sword deploy OD(632146HS): No

 

Faust:

Item throw hammer: Yes

Item throw poison: Yes

Item throw 100-ton weight: Yes but you'll still get knocked down.

Every other item throw doesnt get nullified. 

 

Sin:

Voltec(236236P): No

 

May:

Beachball(214P/K): Yes

 

Elphelt:

Pretty useless on Elph come to think about it.

Pineberry(236P > 2P/4P): Yes during its trajectory, doesn't nullify the projectile. No on explosion

Ms.Confire(236S>PKSH): Yes. 

Genoverse(632146HS): No

 

Chipp:

Shuriken(J.236P):No

Ryuu Yanagi(j.214214K):No

 

Leo:

Stahl Wirebel(432146S in backturn): No

 

Bedman:

Task A(236P): Yes.

Deja vu A(214P): Yes.

Task A' (236K):Yes

Deja vu a'(214K):Yes

Task B(236S): No

Deja vu B(214S): No

 

Venom:

Stinger,Carcass,QV, Regular Summon:Yes

Bishop Runout(632146HS): No

Dark Angel(632146HS): No

 

Just to see how much durability it had I set down 4 charged QVs, it appears to have unlimited durability until the end of the charge. Which is nice.

Posted

Dai, I caught your match vs Zidane's Leo on the youtube archive and saw you do a really clean example of S > P ball oki. Thanks for that, I've been struggling to find a clear illustration of that setup.

 

Unrelated question, but does absorbing projectiles with QV make it charge faster, or just nullify them? And is there a limit to how many hits it can absorb/nullify (IE can a QV charge destroy something like Dark Angel or Ky's CSE)?

 

 

ahhhh you saw all my drops x_x. I took it easy on some of the K Ball oki because he likes to flash kick a lot in casuals, but I only saw it once there *sigh*

Anyway, you guys covered QV Absorb stuff pretty well there. I think it's most useful in I-No, Bedman, and mirror match. Maybe Leo too on occasion.

Should test Zato drill I suppose, but that's unlikely to come up as much against strong Zato's who will put drills on or right behind you.

Posted

I just g-got Xrd today, and I g-gotta say...!

 

VENOM'S ENGLISH VA SOUNDS LIKE HORSESHIT. Mmph~

 

That aside, so far he feels alright. His teleport feels like it has some recovery after it, wherein AC you can do air actions more immediately. Miss being able to hit balls twice but lub, lub, laaaa~aab that doing Cracass Raid and Stingeh Aimu replaces a stationary ball with a moving one instead of wasting two balls for basically one action. I feel I'll like this version of him~!

 

./endblog :33

Posted

Yeah teleport has recovery but it has less overall frames than +R and the invincibility comes into play faster!

Posted

He sounds gay and black, just like he's supposed to. It's JP Venom that doesn't sound black enough.

 

Girl, I-I wan muh dark, deep, frothy man-Venom./sighs

 

And to keep my post game-play related and not incite mod-dono's wrath, what's everyone's favorite moves to yrc? I see Fino doing it on fS a loooot~

Posted

H Carcass YRC is always a safe bet for zoning. Stinger Aim YRC for pressure resets, etc. If you want to get balls out fast from the air, air ball set YRC land ball set is also a good way to get a couple out quick from a position that might be hard to reach. Haven't tried teleport YRC, not sure if there's any point to it really.

Posted

YRC on normals after they hit a pool pall is my favorite use. Venom gets the most advantage from YRC's existence out of the cast, IMO.

Posted

More like I-no, Millia and Eddie , haha :P

They get way stronger as well, but in terms of character's power without YRC vs. with it, I definitely stand by my statement. Venom was contender for worst in the game at first & I think understanding YRC changed it.

 

Also, I think Fino spams fS YRC because he can YRC out of its early active frames as long as he has less than 50 meter. If the opponent blocks the fS, nothing happens. If the fS whiffs for some reason (EG: they IAD over it), he gets YRC and reacts accordingly (EG: air throw).

Posted

Of the stuff not mentioned, I like YRC ground ball sets too. A ball out significantly increases Venom's options as we all know, and getting that much more time see what an opponent is doing or getting and/or getting an extra ball can be all the difference.

Posted

ROFL, I just tested it out and it's true. As long as Venom has 25-47 meter, you can just spam fS > P+K+S all you want. If the opponent does anything to make it miss then you get YRC and counter whatever they did. Just for fun, you can also do fS > 214P+K+S and you'll summon P ball on block/hit. YRC is hella broken.

Posted

Iiiiiis it me or did anyone happen upon Challonge #28 wherein the last ball just circles around Bishop Runout and disappears even when I dib em tha sames as tha sampools :VVV Probably a spacing issue, but HEY IT'S NOT LIEK THAT WILL STOP PEOPLE FROM USING THIS WELL-THOUGHT OUT, HIGHLY MEANINGFUL MOVE IN VERNOM'S ARSENAL. 

 

Better than Red Hail at least.

Posted

If you do the super when one of the balls is still moving into position it won't absorb it. Are you sure you're doing the exact same order as in the sample, because I was ending it with the wrong ball and that what kept screwing it up for me.

If you do it exactly like in the sample the seventh ball goes directly into position before you do Bishop.

Posted

If you do the super when one of the balls is still moving into position it won't absorb it. Are you sure you're doing the exact same order as in the sample, because I was ending it with the wrong ball and that what kept screwing it up for me.

If you do it exactly like in the sample the seventh ball goes directly into position before you do Bishop.

 

Okaaay, I didn't do it exactly exactly, but I got it down now. Still, I don't think anyone would be able to reasonabully pull off a 7 ball Bishop in a match. As far as I've experienced, Bishop's good with 2 ball absorbed.

 

Now I'm on challonge #31 or something with multiple QV combo. Whyyyyyy didn't they make it a shoryuken motionnnnn.

 

IM A GAY ICELANDIC HORTICULTURE

Posted

Okaaay, I didn't do it exactly exactly, but I got it down now. Still, I don't think anyone would be able to reasonabully pull off a 7 ball Bishop in a match. As far as I've experienced, Bishop's good with 2 ball absorbed.

 

Now I'm on challonge #31 or something with multiple QV combo. Whyyyyyy didn't they make it a shoryuken motionnnnn.

 

IM A GAY ICELANDIC HORTICULTURE

 

QV loops are fun.  Looks mad swag too.

Posted

QV loops are fun.  Looks mad swag too.

 

I can't even consistently do his BnB, but dam, BnB>QV>5P>IAD>BnB is so tight. Also, how do you people keep from people jumping out of your pressure. HS Cracass Raid does jack all since I feel on negative after using it.  

 

L>two girls to do it while I watch.

Posted

If you're feeling negative after HS Carcass, you're doing it too close to them. It's one of your main anti-jump tools

First of course, you have to know what's a tight string (as well as close to it) and what isn't. Wiki information on levels in blockstun and the frame data can help there. Other than that, anti-jump tools of Venom in general include:

HS Carcass - Just to reiterate. Adjust your spacing when using.

c.S/Throw Option select - People jumping out of tick throws and frame traps can get tagged by this. Also ideal if your opponent is in aerial blockstun and reachable.

 

HS Double Head Morbid - Throw onto your strings when you have 50 meter where people are jumping out. 4 hits, all air unblockable. RC to make it safe and restart pressure, or on hit, can RC for a combo.

 

YRC - S Stinger/Either Carcass Raid will put out space for you to control and YRC that to cover other space with Venom himself.

 

IAD normals - If their jumps are predictable, jump cancelling one of Venom's normals (5P/5K/c.S) and IADing in with an air chain will tend to keep them in place.

 

Air Throw - Further call out of predictable jumps. Like your ground throw, you can option select it with other air normals.

Posted

I can't even consistently do his BnB, but dam, BnB>QV>5P>IAD>BnB is so tight. Also, how do you people keep from people jumping out of your pressure. HS Cracass Raid does jack all since I feel on negative after using it.  

 

L>two girls to do it while I watch.

 

QV 5P IAD doesn't always work, it's somewhat dependent on the opponent's air hitbox and weight class.  I honestly wouldn't worry about it a ton unless you're really looking to optimize in a specific matchup.

Posted

Is the normal cS(3)>IAD>jS>jHS>jD the same cuuz height and weight thing cuz I can't just dial it which is annoyinggg.

 

I'm just putting this out of my gaping ass, but I guess you IAD>jS at about where his body is at where their body is. His sleek, tender, moist, brown bodyyyyyyy not gay I like women

Posted

Is the normal cS(3)>IAD>jS>jHS>jD the same cuuz height and weight thing cuz I can't just dial it which is annoyinggg.

I'm just putting this out of my gaping ass, but I guess you IAD>jS at about where his body is at where their body is. His sleek, tender, moist, brown bodyyyyyyy not gay I like women

Input 866, vertical jump takes you a bit higher than forward jump. On lights you still have to delay it a bit to make it work but it's a lot easier in general than trying to do 966. Do 966 for the Carcass IAD combo though.
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