Pomparomp Posted December 17, 2014 Posted December 17, 2014 Shit, I thought I was going insane with sqv > 5p > bh > iad ect. not working on most the cast. Thanks for the update.
DaiAndOh Posted December 17, 2014 Author Posted December 17, 2014 Worth noting that throw 6H also works with airthrow 6H so long as it'll connect at that height. In fact corner airthrow 6H leads to a ton on damage, something like 130~ although I forgot to write down the exact number. Specifically: Airthrow > 6H KQV 6P 6H SQV 5P PQV 5P 6H _QV You also get more damage off airthrow > 6H 214H 6P 6H midscreen than you do with c.S. Better to save c.S for when they're too high to hit with 6H. I missed this combo somehow, does it work when they are higher up in the corner?
Justice7541 Posted December 17, 2014 Posted December 17, 2014 I missed this combo somehow, does it work when they are higher up in the corner? It works up to like Venom head height. Might be easier if they're heavier, not sure. Basically they need to not cross you up after the wallbounce. Although to be honest I haven't really figured out a good high airthrow combo for those situations other than c.S(3rd hit) > j.K j.S jc j.S j.H.
DaiAndOh Posted December 17, 2014 Author Posted December 17, 2014 Ah ok. In those cases I'd probably just leave it at c.S > j.HS to guarantee knockdown. Not like +R where j.HS 99% guaranteed knockdown...
Justice7541 Posted December 17, 2014 Posted December 17, 2014 I'm now wondering if something like c.S > TK Mad Struggle (whiff) > 5K etc. would be possible. Can't test while at home.
TittyFOFO Posted December 17, 2014 Posted December 17, 2014 Doesn't work, even on counter hit. Now that Elphelt is out in the US, I tested those combos on here as well. The one I mentioned not working on Ram doesn't work on her either. After the IAD j.SHD, finish with 6HS xx KQV, 6P, ball hit, 6HS xx ball summon for them.
Justice7541 Posted December 18, 2014 Posted December 18, 2014 I've been trying this 5P IAD j.S thing and it seems either extremely tight or I'm setting it up wrong. Is the ball supposed to hit them at the same time as the 5P?
TittyFOFO Posted December 18, 2014 Posted December 18, 2014 I've been trying this 5P IAD j.S thing and it seems either extremely tight or I'm setting it up wrong. Is the ball supposed to hit them at the same time as the 5P? The ball should hit immediately after the 5P, giving you time to IAD. If you're too close, they'll hit at the same time and the opponent will have time to tech. If you're too far, 5P will whiff.
Justice7541 Posted December 18, 2014 Posted December 18, 2014 Sounds like it'd be easier to use 5K then. I'll workshop it and see what I can come up with. Trying to get anything significant off midscreen crouching confirm into QV is kinda difficult without 5P/5K IAD but on top of the execution issues it seems like an extremely tight microdash required to link 5P/K if you don't hit them with QV point-blank.
GodPress Posted December 20, 2014 Posted December 20, 2014 It would appear Leo is also a heavy character. c.S(3) > j.SHSD |> j.KSHSD > 6H also works on him.
Justice7541 Posted December 23, 2014 Posted December 23, 2014 If you can't pull off the Carcass Ride > IAD throw combo (I can't do it consistently) you can either do a dash jump j.KSHD (doesn't always work and the dash jump itself is kinda tight too) or: Throw > HQV dash 6P 6H Way simpler and easier but you lose about 20% damage potential vs. IAD combo. I'm not really sure if there's anything else comparable in damage that would be easier than Carcass IAD and still gives oki, I'll workshop it a bit.
DaiAndOh Posted December 23, 2014 Author Posted December 23, 2014 (sorry I'm at work), how is that simple throw combo compared to Throw > 2HS > SCarcass > 6HS? I use that against Ky and in general if I'm not feeling the running jump combo Dash combo I believe is listed on OP, and I don't think works on Ky and I've been having trouble to get it work on Leo midscreen.
Justice7541 Posted December 23, 2014 Posted December 23, 2014 I'm at work too unfortunately. I should probably write these down when I'm actually in front of the screen with actual numbers rather than the day after when I'm bored at work, but IIRC I tried both variants and 2H Carcass 6H doesn't do much damage at all. I'm not quite sure why but 6P seems to add a ton of damage to combos in general. EDIT: Tested on Ky: Throw > 2H SCarcass 6H = 64 Throw > HQV 6P 6H = 68 Throw > 2H SCarcass IAD j.SHD 6H = 87 Also I just found out that throw > dash 6P 214P 6P 6H also works for 71 damage. There are other versions you can do like c.S(1) IAD j.SD 6H etc. but ultimately I don't think anything beats the optimal Carcass combo.
Justice7541 Posted December 29, 2014 Posted December 29, 2014 Found a good easy universal alternate throw combo: Throw > SCarcass dash 5K c.S(2) jump delay j.KSHD 6H > oki Does 78 on Ky (compared to the 2H Carcass IAD combo which does 87). For some reason it does less relative damage to Potemkin (67 vs. 78) and I'm trying to figure out why.
SnowMonkeyFunky Posted December 29, 2014 Posted December 29, 2014 Updated my initial write up on post K ball oki combo options yet again. The point could stand to be reiterated in its own post though. Basically, be aware of extra pushback after jumping normals. There seems to be a window on certain moves where you can interrupt the pushback and allow for more consistent followups. IE something like post K ball dash jump over AD back jS (no delay on landing) clS [1] xx PQV 5P etc will connect but jS (slight delay) clS [1] etc will not work because of the extra time and pushback between landing and hitting clS. Moral of the story: tighten up that combo timing.
DaiAndOh Posted December 29, 2014 Author Posted December 29, 2014 Found a good easy universal alternate throw combo: Throw > SCarcass dash 5K c.S(2) jump delay j.KSHD 6H > oki Does 78 on Ky (compared to the 2H Carcass IAD combo which does 87). For some reason it does less relative damage to Potemkin (67 vs. 78) and I'm trying to figure out why. Characters in GG have different defense, not health....
Eshi Posted December 29, 2014 Posted December 29, 2014 The midscreen ground throw > dash 2H > carcass raid > IAD jSHD > 6H combo is already universal and optimized and not even that hard. The only reason to ever do anything else is 1) if the additional jKSHD works on the character, 2) you're baiting a burst (ground throw > 4PP > 6H), 3) you're too close to the corner for the air portion to work (dash 2H > carcass raid > 6H). Most of Venom's combos use the jump portion in some way so it's pointless to avoid learning it. Updated my initial write up on post K ball oki combo options yet again. The point could stand to be reiterated in its own post though. Basically, be aware of extra pushback after jumping normals. There seems to be a window on certain moves where you can interrupt the pushback and allow for more consistent followups. IE something like post K ball dash jump over AD back jS (no delay on landing) clS [1] xx PQV 5P etc will connect but jS (slight delay) clS [1] etc will not work because of the extra time and pushback between landing and hitting clS. Moral of the story: tighten up that combo timing. You are correct! It's very important to connect the ground portion as early as possible to ensure that cS hits all 2/3 times. With setups like H Ball > jS whiff > 2K/2D, the ball and low hit at exactly the same time and the opponent will not get pushed back at all. It's pretty interesting.
Justice7541 Posted December 29, 2014 Posted December 29, 2014 Characters in GG have different defense, not health.... The damage proportions are off is what I mean. The IAD j.SHD deals proportionate damage relative to defense on Pot, but the Carcass dash 5K combo does less than it should on Pot even with his additional defense factored in. Not sure why. Also @ Eshi I have problems with the IAD j.SHD portion lol. Airdash too high and the j.S drops, too low and the j.D doesn't come out fast enough. I don't mind dropping 10% damage for an easier variant that also works near corner.
Eshi Posted December 29, 2014 Posted December 29, 2014 Also @ Eshi I have problems with the IAD j.SHD portion lol. Airdash too high and the j.S drops, too low and the j.D doesn't come out fast enough. I don't mind dropping 10% damage for an easier variant that also works near corner. It is not possible to instant airdash too low. If you are not air dashing at the earliest possible moment then you're not instant airdashing, you're regular airdashing. You're either executing the IAD too late after Carcass Raid (jH whiffs on Sol) or you're inputting the air gatling too slowly (jD doesn't come out). If you never use IAD jSHD then you lose half of your damage on close midscreen confirms.
Justice7541 Posted December 29, 2014 Posted December 29, 2014 It is not possible to instant airdash too low. If you are not air dashing at the earliest possible moment then you're not instant airdashing, you're regular airdashing. You're either executing the IAD too late after Carcass Raid (jH whiffs on Sol) or you're inputting the air gatling too slowly (jD doesn't come out). If you never use IAD jSHD then you lose half of your damage on close midscreen confirms. A lot of the time j.D doesn't come out before I land. I think the window to hit j.S after the airdash "recovery" is pretty small and if you hit it too late the j.D drops? It is possible it's just me inputting the gatlings too slow, I'll test it later if I have the chance. For other confirms (i.e. c.S launch) you don't actually need to IAD so it's a bit easier. I do c.S(3) 866 j.S which gives me a slightly higher airdash so the j.SHD string is much more consistent. It's just the specific Carcass > IAD j.SHD string that always botches for me. Especially on netplay lol.
Poultrygeist Posted December 29, 2014 Posted December 29, 2014 Just practice it man. I was having trouble landing the IAD part too but if you keep at it it works like a charm. How are you inputting the IAD? Also if you're not dashing far enough try dashing a little further to make sure you're closer to the corner and won't wiff the air gatling. Just a few possible solutions.
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