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Posted

So, while not optimal, anyone found any fun Instant Kill combos using the new Hellfire IK or whatever it's called?  :v:

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Posted

So, while not optimal, anyone found any fun Instant Kill combos using the new Hellfire IK or whatever it's called?  :v:

 

 

you can just red roman cancel a throw and get it. If you want to ~style~, I did find out before I knew this that you can chase after your throw and activate before they hit the corner and use dash momentum to slide into position and then IK. The spacing is tight, but it works from any points on the screen.

Posted

So, while not optimal, anyone found any fun Instant Kill combos using the new Hellfire IK or whatever it's called?  :v:

Stray ball hits, HS Mad Struggle RC, j.d counter hits I think work?

Posted

So, while not optimal, anyone found any fun Instant Kill combos using the new Hellfire IK or whatever it's called?  :v:

Found all these in just half an hour haha

 

1) throw, short dash c.S(1-3), IAD H-mad strugg, RC the flip on the 1st 2nd or 3rd hit depending on opponent's weight, IK

 

2) from half screen distance throw the guy to the corner, RC the normal you used to poke, IK

 

3) corner throw, instant air H-mad strugg, RC the flip on the 1st 2nd or 3rd hit depending on opponent's weight, IK

 

Same idea works with 5D in the corner

Posted

I mean you can just throw -> IK. If you that gets you the 100 meter doing it otherwise, I guess...

  • 1 month later...
Posted

Easy people, thought I'd whack a post down to help people who, like myself, suck at punishing baited bursts properly and with style points. This lead to a discussion with another Venom player about burst punishes and then to the lab for testing 

These are of the assumption that you have baited and blocked with a jump forward IB from c.S.

 

Midscreen Meterless: 

Mad Struggle HS > 6H > set (HS Safejump) - 94DMG (Sol)

j.S > dj.KSHD(allows them to airtech) - 106DMG (Sol)

However the other Venom quite rightly pointed out that midscreen your best bet is most likely to air throw and go for the corner carry with

Air throw |> 2HS(2) > S Carcass > IAD SHD 6H > Set  - 87DMG(Sol) this combo can also be altered for heavier characters to extend the carry with 66 j.kshd.

 

With meter your options open up a lot more but they are mainly just extended variations of the above using Morbid, for little else other than corner carry.

 

Near the corner your best option is Finos meterless burst punish:

j.S > dj.SHD> 6H > set - 136DMG (Sol)

 

Finally, I had a lot of fun figuring out and playing with the corner punishes.

Corner Meterless:

HS Madstruggle > 66 j.KSHD > 6H > SQV > 5P(BH) > IAD SHD > 6H > QV/Set - 142DMG(Sol) Should also work on anyone that can be SQV 5P IAD also works on.

HS Madstruggle > 6H > SQV > 5P(BH) > IAD SHD > 6H > QV/Set - 141DMG(Sol) Easier variation of the above, only works directly in the corner.

HS Madstruggle > 66 j.KSHD |> 66 j.KSHD > 6H > Set - 136DMG(Sol) should work on everyone average weight and above. Leaves you a little closer after your sets than the KQV 6P 6H variant.

HS Madstruggle > 6H > KQV > 6P > 6H > Set - 140DMG(Sol) easiest of all the punishes, only works directly in the corner. Should be universal. 

HS Madstruggle > HQV > 66 c.S(1/2) > j.KSHD > 6H > Set - 122DMG(Sol) Allows you to do a 3 ball setup. Universal. You can also do SQV> 66 c.S(1) > j.kshd(bh) |> 66 j.kshd > 6H > set but it's very much down to getting lucky in when you hit the ball, it isn't consistent at all (easier to manage from corner frame traps but that's probably a different post)

HS Madstruggle > IAD SHD |> 66 j.KSHD > 6H > Set - 159DMG(Millia) Lightweights only. Difficult to time the 6H afterwards as you need to delay the prior string a lot, or go for an air throw trap. Your choice. 

HS Madstruggle > IAD SHD > 6H > SQV > 5P(BH) > IAD SHD > 6H > set - 153DMG(May) Pretty much exclusive to May. You could possibly get this to work on others by using PQV, I didn't try. 

 

Go fishing guys. 

  • 1 month later...
Posted

Quick 1.1 combo impressions:

Feels easier to do jump airdash needed for the bnb with the fastest possible timing. Also fastest possible timing now works on Faust but still doesn't on Millia/Sol.

New QV standing BnB. Not sure of characters (tbd, but I saw this bnb often in videos against Sol and Slayer).

c.S(3) > P/S/HSQV > j.KSHSD |> 6HS. The ball is not used in the combo so it can get used in the setup.

Posted

It works on Venom but needs a microdash. I'd assume it's the same on other small/wonky hurtboxes.

 

EDIT: Combo tested: 2K clS[3] xx S QV, microdash jKSHD, land 6H

 

Couldn't get it to work on Pot. Works on everyone else including Bedman which is strange. Can't test on Leo since I don't own him on my JP copy :( EDIT2: Can't get it to work on Leo either

 

Overall it seems like the lighter the character, the more delay you want between jH and jD. Like Ky gets no delay while I-No would get a fair bit of stagger. Smaller/lighter characters can also stand to get a longer microdash.

 

On Ky it's tight to the point where you might as well just go for the standard IAD.

Posted

I think crouching S QV confirms into IAD SHD are almost universal now. At the very least it works on May, and Ram. Couldn't get it to work on turbo fatties, potemkin and bedman.

Posted

Seemingly universal corner combo to 3 Ball set (probably into BRO chip setup)

2K clS[3] xx S/H QV*, microdash jKSHD, land 6H xx QV xx Set

 

*Must be one of these two. K and P QV will get hit during the combo. I recommend S whenever possible, because at some timings the 6H will hit the H ball.

 

Might not work on Potemkin.

 

I recommend the following if you have the meter for BRO:

above > BRO, CR (BRO BH), (2S (BRO BH) xx S Stinger) x N (yes it all combos)

 

If they try to jump out any time after the 2S xx S Stinger they'll get hit and combod for as long as BRO lasts. If they block they eat a ton of chip. FD can push you out, but you can mitigate this by doing microdash 2S xx P set instead. That doesn't combo, but keeps them locked down.

Posted

Only know for sure that this works on Zato.

 

whatever blockstring into a K QV frametrap

 

On normal hit  5p/5k > 6p > 6h - 118 damage

 

On counter hit, 9 > 5p > 66 > jshd > 6h - 180 damage

 

Use it to and catch zato trying to reflect carcass raid or jump out of pressure. Probably not optimal for either of those, but it is guaranteed to work for both of those situations, instead of just one. 

Posted

S QV combos now work on Ram, Chipp, Ky, May, Elphelt, Zato, Sin, I-no, Axl, Venom, and Leo. Works on Faust mid-screen too.

 

Elphelt, Axl, and Zato don't appear to have any spacing concerns at all.

 

Seems light you need to be right in the face of lightweights for the ball to hit, while Ram and Faust and Leo have a tight spacing a little further back. Go for k qv if you're not certain it'll work. k qv is also more reliable at further spacings now.

Posted

Watched Blacksnake's stream today and I caught a bunch of really neat combos and setups. I apologize if any of this is already common knowledge, but it was new to me. I scribbled what I could down on some notebook paper, here's what I got:

General
-Max damage universal 5D midscreen combo:
5D jDD jS djc jSPSHD

-Gimmicky but effective air throw setup:
Crouch confirm clS[2] xx H QV, 6P xx Teleport, airthrow them when they tech.

 

-EDIT: Another seemingly universal combo:

clS[3] xx P QV, 2P (BH), 6H xx whatever.

^We have better stuff midscreen, but this can really shine in the corner where you can cancel 6H into something like S QV, 5P BH etc to extend the combo and get more QV loops.

-Potemkin combo:
clS xx S CR, IAD bnb

-Leo combos (all of which should also work on Potemkin):

clS[3] xx SQV 66 clS[1] jc jKSHD 669 jKSHD 6H

Corner throw, 66 5H xx S QV, 66 clS[1] jc jKSHD(BH) 6H
^For this one you might be able to get another rep of 669 jKSHD after the BH. He also did a similar combo on Millia but I forgot to write the exact notation. Might be exactly the same though.

clS[3] xx P QV, S QV, 5P (S BH) into IAD bnb
^He called this one Proosh loops. Seemed like a really small window for the second QV to connect.

clS[3] xx H QV, 669 jKSH (BH) 6H
^Yes, you stop at jH. Seemed to be kind of finnicky with the dash distance, too far and the jH will send the ball at an angle where it'll whiff.

 

 

Also on the clS[3] xx S QV 669 jKSHD combo I mentioned earlier, he got it to work on Leo with dash momentum.

 

Side note on any combos involving clS[3] xx QV 669 etc:

Take advantage of the larger dash buffer window added in 1.1. You can input dash a little earlier than before and get those combos consistent on almost everyone. You don't even want to see the dash. As long as you hear a dash sound and your forward jump has greater momentum, you should be able to make it work.

Posted

So testing the c.S(3) QV combo midscreen:

Works with j.KSHSD |> 6HS, no dash after QV: SO, FA (difficult...), SI, MA, SL, LE (harder)

Microdash after QV and delayed string: MI, CH, EL, AX, IN, RA, VE, ZA, BE (hard), KY (super hard) (thanks Snowmonkeyfunky)

 

Microdash into c.S(2) j.SPSHSD |> 6HS: PO (difficult), LE (easier)

Every character except Faust and Leo I believe that it works without a dash can be dashed. However dashing is harder on Sin, he tends to to get crossed up mid combo.

Posted

I know for a fact you can get it to work on Ky and Zato. Behold the shakycam:

https://twitter.com/SnowMonkeyFunky/status/598134385968291841

For both of them, the dash has to be almost nonexistant. You want the soundbyte to come out and already be in the air. On Ky, it's tight to the point where I almost don't consider it worth going for, but Zato never gave me much of an issue.

Posted

Saw fino do something like this against leo in corner.

 

Throw 6hs K QV close slash (1hit) 6p 6hs P QV 2s P QV 2s P QV 2s P QV 2s P QV

  • 2 weeks later...
Posted

Has anyone figured out a single worthwhile air throw combo in the corner? c.s > j.h doesn't even give you a hard knockdown on light characters, as I'm sure everyone's figured out already.

 

Best I've been able to figure is to c.s > S set > 6p > 6h > qv. Only does 64 damage and sideswaps. Try not to get bursted into the corner. Only useful if it'll kill them, or they're a light character. Extensions off the QV are possible with or without meter depending on the character. Even comboing in the first place seems really dependent on height of the throw.

Posted

Yes comboing will depend on the height. I don't have any one size fits all solutions off hand.

Sometimes at mid heights, I can use this classic Venom throw combo for knockdown though.

Air Throw |>c.S > j.236HS (TK it)

Posted

Two different scenarios:

Low air throw (IE calling a jump out, robbing a burst, etc)

Air throw, land clS jc jKSHD land 6H

Higher air throw:

Air throw, land 9 jPSHD land 6H

Both seem pretty universal but I never bothered to test on the full cast as of yet.

Posted

If they're at a height/distance where they're going to go over me out of the corner, my combo has been:

c.S(1), jump forward, delay, j.SHD, land, 6H xx QV.

Jumping forward blocks them with your body so they don't go over you.

Posted

I saw this combo on Elphelt in some of the latest Fino videos. Have not tested character specifics.

(optional stuff) c.S(3) > PQV > 6HS > BH > PQV > dash 5P > BH > 6HS

Can substitute after performing the 6HS for KQV > 6P > 6HS for more damage and worse positioning.

Works with 2K proration.

Works only midscreen.

Highest damage midscreen combo to my knowledge, but less corner carry (And thus probably less meter gain).

Posted

So first time posting in the venom forums. Buuut.

 

https://www.youtube.com/watch?v=PsY7MXPwg7c

 

This bishop run out combo does a crap ton of damage! granted it looks a little impractical....or maybe not. I had realized at the end that more balls mean more power to bishop but

I thought a powered up ball would do the same. But it does help condition them to maybe get this setup since you could just poke with 5S instead of doing bishop, so that the next time you do it they block maybe?

Just wanted people thoughts first time trying to contribute. On the fun side it does fun chip damage and works as a block string as well.

Posted

Charge balls still count as one ball each for powering it up.

In this case, your string is more practical right after a combo, the charge stinger there is not close to a true blockstring...

It's a good, easy to use simple string really...

Posted

Charge balls still count as one ball each for powering it up.

In this case, your string is more practical right after a combo, the charge stinger there is not close to a true blockstring...

It's a good, easy to use simple string really...

If i don't charge it to that level it can be done faster. But I think I'm going to opt for more ball set ups since that'll be a bit quicker and possibly guaranteed the bishop set up. Just tried it at a local, although I didn't get to hit it as a combo, The chip block string was hilarious, it only hit one guy trying to blitz shield the poke  but he blitz the ball so my poke got through and then it became a combo. So its something nice to have...Not the flashiest but its something.

Posted

Has anyone figured out a single worthwhile air throw combo in the corner? c.s > j.h doesn't even give you a hard knockdown on light characters, as I'm sure everyone's figured out already.

Best I've been able to figure is to c.s > S set > 6p > 6h > qv. Only does 64 damage and sideswaps. Try not to get bursted into the corner. Only useful if it'll kill them, or they're a light character. Extensions off the QV are possible with or without meter depending on the character. Even comboing in the first place seems really dependent on height of the throw.

Airthrow c.S(1) jump forward AD j.S(delay)H(delay)D 6H > whatever works just fine, if a bit tight snice it's dependent on htiting the delays correctly based on the height of the throw. Generally though you want to jump to the same height as the opponent before airdashing, that usually does it.

In corner do airthrow c.S(1) 766 (back jump IAD) j.SHD etc. Doesn't seem to work on Sol in this case for whatever reason, but works on everyone else.

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