TittyFOFO Posted January 5, 2015 Posted January 5, 2015 You can get the IAD stuff to work, depending on what height they were at when the ball hits (the lower, the better).
D-D-Domo Posted January 6, 2015 Posted January 6, 2015 Anyone have links for Venom's DLC colors? CUZ I COULDN'T FIND IT. I mean who'd want a vanilla ice-cream Venom? (cepts 4 #9)
D-D-Domo Posted January 8, 2015 Posted January 8, 2015 How's everyone's neutral been doing? MINE IS TERRIBLE. Can't summon a ball lest I incur the opponents aggro. Â Just the thought of getting knocked down once and being mix-uped to death, aaaa~aaall because I didn't do such and such in neutral really bothers muh mind given that I get rushed down the moment I have breathing room. Â What's everyone's favourite (READ: SCRUBBY) way of avoiding the enemy? I tend to do double jump jH, and backdash like a motherfffffker. I feel terrible doing so.
SnowMonkeyFunky Posted January 8, 2015 Posted January 8, 2015 I abuse the hell out of 2D's low profile, and get a lot of milage out of raw YRC as a way to fuck with the opponent's timing and react to what they're attempting.
DaiAndOh Posted January 8, 2015 Author Posted January 8, 2015 Neutral with Venom needs to be played based around the matchup. But general rules are S buttons to poke in the midrange, keep your anti-airs on point, set balls, and YRC. Â They can smell your fear Domo :P.
Justice7541 Posted January 8, 2015 Posted January 8, 2015 Just do what I do and attempt to throw in literally every situation. It works better than you'd expect.
D-D-Domo Posted January 9, 2015 Posted January 9, 2015 Neutral with Venom needs to be played based around the matchup. But general rules are S buttons to poke in the midrange, keep your anti-airs on point, set balls, and YRC. Â They can smell your fear Domo :P. A-Am n-not...! I get internal worms in my brain thinking how stupidly simple and effective their offense can work it's magic as soon as I let them hit me. DUH STOOPID Â I mean I can take my grievances in the match-up threads, but they'll be half-assed, ass-blasted, scrubby observations and complaints. Â Just do what I do and attempt to throw in literally every situation. It works better than you'd expect. *shifts eyes suspiciously* lelelele <u<
SIne Posted January 9, 2015 Posted January 9, 2015 Yeah, neutral depends on who you are fighting, you shouldnt be scared of getting knockdown and mixup to death unless you are fighting millia, ino, chipp or eddie or something. But generally in neutral you wanna summon balls to control and restrict opponents movement options while allowing you to go for mixups and pressure. To do that space needs to be established so you can use your long range normals like 5s 2s and 2d to create space, back dashing helps but I feel like they made back dashing worse in this game, but yea create space and opportunities to summon balls , remember you can summon in the air as well, and it halts air momentum and you can do specials and normals or do other summon land then teleport, it allows you to get really creative in neutral
DaiAndOh Posted January 11, 2015 Author Posted January 11, 2015 Venom's back dash is exactly the same. Frame data in general seems to indicate back dashing is about equal to other versions of GG.
Soviet Bear Posted January 14, 2015 Posted January 14, 2015 When you're blocking your opponent's pressure, what's the best response to punish his recovery? I'm having trouble with Leo and only learned after the matches that you have to IB his basic strings. But even then, I'm not sure what normals or specials Venom uses to punish moves with short recovery.
Justice7541 Posted January 15, 2015 Posted January 15, 2015 2S Stinger RC is always an easy punish since 2S is stupidly fast and super long. Â 2D isn't terrible either if you think they're coming back in since it's got a very low hurtbox and low-profiles a lot of pokes and jump-ins.
Soviet Bear Posted January 15, 2015 Posted January 15, 2015 Thanks Justice7541. Â I'm glad everyone seems cool with the idea of a Venom lobby. When are you guys available? I can get online by around 7-8ish EST almost every night. I can be on considerably earlier on Tuesdays and Sundays. On the subject of reaction air throws, I almost never time or space it correctly. I've gotten into the habit of OSing with jP so I get CH less often, but I mess it up so consistently that I seldom attempt it. Where exactly do I want them in relation to Venom to get the airthrow out? How do you guys go about attempting airthrows (IE spacing, inputs, etc)? Â To add to the Venom lobby thing, I can offer access to my Mumble server for easier (and less laggy) voice chat. I have a 35 slot server that's never full (usually around 8 people there), so I can send people invites if they'd use it for Venom training/coordination/banter.
Kashell Posted January 15, 2015 Posted January 15, 2015 I also like the idea of a Venom lobby. I just wish joining a lobby/room wasn't such a crapshoot.
VictoryThief Posted January 20, 2015 Posted January 20, 2015 So I was thinking maybe we could discuss our own play via videos?  https://www.youtube.com/watch?v=zwVlK8ciz_E
TittyFOFO Posted January 20, 2015 Posted January 20, 2015 Summoning 3 balls after a knockdown often put you in a position where the opponent could get out of pressure for free. 2 balls is normally sufficient for oki with good protection. Need more 5Sf,2S, especially against Pot. Great string for breaking Hammerfall armor. 6P to whatever works well too. You and I both need to work on option selecting throws with 6S+HS lol. Carcass Ride is normally better in block strings than Stinger is. Use it more in the corner. Online matches are a little harder to critique, since lag creates a lot of situations where I can't be sure what you intended to do. But anyway, I hope that helps some.
VictoryThief Posted January 21, 2015 Posted January 21, 2015 That does help. I'll have to try to be mindful about using carcass ride more. I keep messing up the charge. Does it not charge while you're in the air?
DaiAndOh Posted January 21, 2015 Author Posted January 21, 2015 Nope, you definitely have charge in the air. It's very necessary to do most of the pressure involving c.S(1) > Carcass.
alucard19 Posted January 21, 2015 Posted January 21, 2015 what do u guys think about tk ball set yrc for overhead? i know we have tk mad struggle.Im just asking, did anyone experiment with it?
DaiAndOh Posted January 22, 2015 Author Posted January 22, 2015 Way too slow...yrc flash kind of gives it away.Venom I don't even think Venom needs it to bait wakeup throw anyway given that when properly executed, his basic okizeme options will usually cover it.
Moroha Posted January 22, 2015 Posted January 22, 2015 TK HS Set YRC, airdash j.H (BH) is pretty cool. If they try to interrupt, they get hit by the sneaky ball. Not the most practical or devastating Venom set-up, but it does look slick and not the worst setup. Leaves you in a good situation even if they block the 2D xx S.Raid. (There is no way they're not blocking the j.H overhead as you can see in this video; it's more what comes after. Some players might be accustomed to throwing after a Venom AD j.H. Again, there are smarter ways to spend tension, but worst case scenario you burnt 25% on a little style and they're blocking a deep c.S) Â https://www.youtube.com/watch?v=jKFJsUT2Tyg&t=0m34s
Eshi Posted January 22, 2015 Posted January 22, 2015 TK HS Set YRC, airdash j.H (BH) is pretty cool. If they try to interrupt, they get hit by the sneaky ball. Not the most practical or devastating Venom set-up, but it does look slick and not the worst setup. Leaves you in a good situation even if they block the 2D xx S.Raid. (There is no way they're not blocking the j.H overhead as you can see in this video; it's more what comes after. Some players might be accustomed to throwing after a Venom AD j.H. Again, there are smarter ways to spend tension, but worst case scenario you burnt 25% on a little style and they're blocking a deep c.S) Â https://www.youtube.com/watch?v=jKFJsUT2Tyg&t=0m34s I've gotten to use it a couple of times in matches and jH has like a 100% success rate the first time, haha. It looks really weird so people don't expect it. I believe that it's possible to cancel into Mad Struggle after the jH ball hit as well so you can still get a decent 50/50 after they've seen it a few times.Â
Justice7541 Posted January 23, 2015 Posted January 23, 2015 So I'm probably mad late to the party with this but I just found out that chip doesn't scale based on guts. So you do the same amount of damage in chip at 100% as at 10%. This actually makes Venom in particular super OP cause of how much chip he does. I did a rough estimate and it takes 48 Carcass balls to kill Elphelt from 100% meaning he does 8.75 chip damage per ball, give or take a few a decimals. With most character's guts levels being around 35-40% damage received at 10% health, it means Venom does as much as 20-25 damage per Carcass in chip at the last few pixels of health. Kinda nuts. For reference, after factoring in guts and defense, most characters seem to have around 700 "total" health or so.
DaiAndOh Posted January 23, 2015 Author Posted January 23, 2015 Super OP is pushing it lol, but yes, chip has never been affected by guts scaling. Please do note smart players will be FDing more at lower health to stop your chip, and strings should be adjust accordingly to the higher pushback, but greater blockstun.
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