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Posted

 

This explains a lot. I was wondering why I would get 2K, f.S or 2K c.S(1) on standers after K ball oki. If you don't mind posting it in general discussion, and leaving a referral link in your original post, that would be great! I'd also like to use a lot of it on the wiki, unless someone else wants to to start on the Oki section first (ah it'll probably be me anyway :P).

 

 

 

Reposted and edited in the General Discussion thread with a link to the original post like you asked.

 

I would actually really appreciate a consolidated oki discussion thread/segment on the wiki. If it weren't obvious enough from the two write ups I did, I tend to rely on K ball oki a lot :P

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Posted

 c.S > 866> j.S > j.HS > j.D>6HS

6HS keeps whiffing for me. It's like I'm not reaching the ground in time to do 6HS so the other player just techs. Any tips?

 

Edit: Maybe it's just me, but it seems easier to complete the combo if do 966 rather than 866?

Posted

It's easier for you simply, because 966 is slower and it gives you the required delay. You need to delay the jump after c.S(3) hits to let the other char fall down a bit.

Posted

Hey everybody!

I've got a few questions maybe someone can answer.

1. In videos I have seen players do his cl.S > IAD j.SHSD without the IAD. Is there something I'm missing? Is it a counter hit thing? Character specific? Height? Timing? I haven't tested too much but it's not something I can get to work.

2. What is my plan in the Chipp matchup? I can't seem to do anything against good Chipps. They are fast and teleporty and invisible and I just don't know what to do.

Thanks in advance!

Posted

1. Very character, spacing, and height specific. Chances are if you're seeing that they botched the IAD.

2.There's a character specific matchup thread for him. Not too experienced against him so I can't say much productive besides ask there and try to find videos of Venom v Chipp.

Posted

On the wiki there's a mention of S > P ball oki and a safejump using HS ball. How do you set those up and what kind of mixups do you get off of them?

Posted

S>P can be seen in one of the latter Isamu 30 minute video. It will let you do pretty much any kind of mixup or pressure starter because of the time they need to spend blocking the spaced out pool balls. Maybe even setup an extra ball or 2? It's also strong against wakeup Blitz imo since you can meaty their attempt to Blitz the balls.

HS is setup after a sweep. Then you do a slight dash jump. You can do early j.S to only hit the ball and whiff as the opponent gets up, then go low which is the common route. You can airdash as you reach the ball instead and go j.S>j.HS, which you can YRC before air dashing both to make sure you get the airdash and mess up your opponents reversals. You can do j.HS which will whiff the ball, followed by Mad struggle.

Posted

I'm a little confused on how to practice setting up the HS safejump and following it up. Do I want the jS to hit the ball but whiff on the dummy or are they both supposed to hit at the same time? Do I still hit the ball when I go for jS jHS? Does this work off of any 2D or is this range dependant? When I go low what kind of combo can I get?

Posted

Ok so the jS whiffs while they're still rising. Seems like it would only work on longer distance 2D knockdowns.

Does Ky have a faster wakeup than other characters? I was trying this on him and I kept hitting with both jS and the HS ball.

Posted

Ok so the jS whiffs while they're still rising. Seems like it would only work on longer distance 2D knockdowns.

Does Ky have a faster wakeup than other characters? I was trying this on him and I kept hitting with both jS and the HS ball.

You're doing the J.S too late. Look to hit the j.S within the early descent of the jump, if that makes sense?

Posted

Ok so the jS whiffs while they're still rising. Seems like it would only work on longer distance 2D knockdowns.

Does Ky have a faster wakeup than other characters? I was trying this on him and I kept hitting with both jS and the HS ball.

Character wakeup times should be on the DL wiki. Remember there's separate wakeup times for face up and face down.

Posted

For the first one, just start holding down at the beginning of your jump. You'll have it charged by the time you reach the ground.

The second clip has the CR being charged during the initial dash. Just do 663.

For double CRs, just start charging the 2nd one immediately after hitting 8S for the first one. It's a little harder to do quickly, but you'll get the hang of it.

Posted

You can get a good feel of the charge times by doing H Carcass Raid. If you do it right he will remain standing. With my execution his que will move two recovery animation frames and then you can do another 8H. I believe it's the same charge time for both Stinger Aims and Carcasses so basically you can charge [1] and do whichever special you like with the same timing and return back to charging.

Posted

Much appreciated, guys

I'm trying to keep a mental note to always charge his specials but it can be a pain.

I usually use 2K>c.S[charge] to charge CR during blockstrings, but sometimes I'll

mess up and do 2K>2S. Crouchers also throw me off since c.S only hits twice and I typically charge during the full 3 hits.

Posted

What's the goal with K ball oki? I know I should hit it with j.s when I start my decent, but I'm not sure why or when I'm supposed to do it in the first place. As far as I know, anyone decent is going to just block the j.s if it's meaty. What's the mix up here? Is it supposed to be a safe jump set up?

Posted

I'm still learning too but if you really get it to hit meaty then that's great. You have plenty of options for safe things after it.

 

1- you can do aerial normals; they are overheads so keep him guessing how many until you land. If you dash jump you'll probably go over him and can either land->low or backward airdash jS (unsafe) for example.

 

2- land->low. If he blocks your 2K you can either continue with c.S pressure or walk a bit-> grab. 

 

These are the things I do. Sometimes they work sometimes not but atleast that's some me-time, pressing buttons.

Posted

What's the goal with K ball oki? I know I should hit it with j.s when I start my decent, but I'm not sure why or when I'm supposed to do it in the first place. As far as I know, anyone decent is going to just block the j.s if it's meaty. What's the mix up here? Is it supposed to be a safe jump set up?

 

Hit the ball with j.K or j.S. When done right the ball is the meaty. Then:

Landing on either side with 2K.

If you're going to land on the side they're facing, airdash in their face with two air normals (probably j.SHS, j.KS maybe needed if you're lower height).

 

If you're going to land as if it was a crossup. You can airdash backwards and j.S, which hits crossup, or j.P which will whiff and let you get a throw on most people.

Posted

Can someone explain how the ball patterns work specifically? I always thought the balls just moved into a preset pattern based on the last set ball (so e.g. setting H ball moves all balls into H ball formation centered around H ball's default position) but it seems like sometimes the balls themselves don't necessarily end up in the same place? I'm asking because I do S > H sets > 5P a lot for zoning but it seems like sometimes with other balls onscreen, or if I don't do S > H specifically, I can't even reach the H ball with 5P as it's coming out.

Posted

With S>HS ball specifically, what you're doing is hitting the S ball in the HS pattern which is at about tip 5P range. That ball hits the HS ball as it travels forward, deflecting both into a forward "<" pattern.

Sometimes other leftover ball sets can mess with this, but that's just something you have to be aware of as a Venom player.

Posted

Ah I thought I was hitting the H ball. That explains a lot.

While we're on the topic of ball sets, does anyone know if there's a way to make the balls move forward in a staggered pattern? Basically to allow it to put an opponent who's on the ground into extended multi-hit blockstun (as opposed to having them all hit at once which is less useful).

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