Yukikaze Posted December 18, 2014 Posted December 18, 2014 Can someone explain bishops run. I don't get how challenge 27? Works.
KwRIOT Posted December 18, 2014 Posted December 18, 2014 Can someone explain bishops run. I don't get how challenge 27? Works. You mean challenge 28. Bishop Runout absorbs all balls that are set, improving the super ball's damage, duration, and also its hitbox (it looks like). The challenge wants you to absorb a total of seven set balls. Normally, you can only set up to four balls. However, when a [4]6S/H or [2]8S/H hits a set ball, it remains on screen, allowing you to have five or more balls set at once. The inputs for that challenge are: 214H > [4]6H > 214H > [2]8S > 214H > [4]6S > four ball set (using 214P last) > Bishop Runout
DaiAndOh Posted December 18, 2014 Author Posted December 18, 2014 You can also use the challenge demonstration feature. Shows how to do it perfectly and the inputs required!
Yukikaze Posted December 18, 2014 Posted December 18, 2014 Ye I did mean 28, and I only just realised you can see the comps inputs which is really cool man. I do know about sample,but it was the stinger and carcus allowing you to have extra balls which I didn't quite understand. Thanks guys. BTW any1 get the new colours 7,8& 10 are real nice. Will 13 just appear in the store next week...? Also is there any guide to actually using bishops run match up wise? . Sorry for the wall of text, using my z3.
DaiAndOh Posted December 19, 2014 Author Posted December 19, 2014 13 is the Christmas color right? That's free out now for JP, next week for America. Bishop is somewhat underexplored, but the general consensus is that 2 YRCs is better. Blacksnake has been trying to put in work with it, but I can't but feel the 3-4 balls that get put out are better to just be used. Still, it's not something opponents have to deal with normally and if you get the space, that kind of space control can be pretty powerful, especially when opponents are confused. Note that if it's the only ball out, you can teleport to it, but only when it's red.
SnowMonkeyFunky Posted January 2, 2015 Posted January 2, 2015 I was fiddling with some of the new (to me at least) oki options involving HS ball and teleport, IE something like 2D xx K ball xx HS ball, meaty fS BH xx teleport. I don't know if I'm just botching the timing, but it feels like if you try to go low (post teleport land 2K) you're always open to get thrown. Is there any way to to prevent reversal throw in that situation besides going high with jS or delay j236S 99% of the time?
Kashell Posted January 2, 2015 Posted January 2, 2015 I was never a very good GG players to begin with, but I'm wondering since Xrd is still pretty fresh if I should stick with Venom or maybe attempt to try someone else. Two of my favorite things, Dubious Curve and the ability to charge Carcass Raid, have been removed. Also, I find myself rushing in for kills in lieu of knocking a foe down and setting up balls with the normal 214 input or with the new QV input. As a character, I think Venom is awesome. But, I never end up utilizing all of his potential when I play a match. I guess my question is, should I stick with him? Or, is it time to move on to someone different? For those that stuck with him, did you find the transition to this from X2 difficult?
TittyFOFO Posted January 2, 2015 Posted January 2, 2015 Not really a difficult transition, but you definitely have to break some old habits. Just take it one day at a time. So no, I don't see a need to change characters.
DaiAndOh Posted January 2, 2015 Author Posted January 2, 2015 I agree with Titty. Adjustments need to be made. That said. if you still love Venom, train up, practice, and do what you gotta do to stay in it!
muerto Posted January 5, 2015 Posted January 5, 2015 https://www.youtube.com/watch?v=C0eE5QdXIHo can somebody explain whatever the fuck is hapening at around 3:40 in this video?
King33 Posted January 5, 2015 Posted January 5, 2015 Lol I saw fino doing this in wanna his last exhibition videos. I need to learn it. Also does anyone know the proper positioning for j.236s. I read on wiki it's supposed to be plus 7 but it doesn't always feel like it
GodPress Posted January 5, 2015 Posted January 5, 2015 https://www.youtube.com/watch?v=C0eE5QdXIHo can somebody explain whatever the fuck is hapening at around 3:40 in this video? I don't know the exact specifics of this but I can give you a rundown on how I think it works. When you attack someone from a grab you propel them to the corners of the screen, a wall or something with a large hitbox, if you fail to collide with any of the aforementioned things and hit them from the opposite direction they are traveling in it will propel them in the other direction. For example, if you do a fully charged HSQV midscreen and throw them out of corner with c.S(1) > Teleport you'll teleport behind them yet they'll come to an abrupt stop when they collide with the charged QV. How do you combat this? You do a low airthrow to push the opponents hurtbox out of the collision range of the charged QVs hitbox allowing you to constantly c.S(1) > Teleport until the duration of the QV ball ends or you place another down. Alternatively you can do HS ball > Carcass Raid S > RC > Teleport > IK as one of the other combo videos shows.
DaiAndOh Posted January 5, 2015 Author Posted January 5, 2015 Lol I saw fino doing this in wanna his last exhibition videos. I need to learn it.Also does anyone know the proper positioning for j.236s. I read on wiki it's supposed to be plus 7 but it doesn't always feel like itAs with just about all diving moves in fighting games it depends how low you are to the ground during the last hit. +7 is the maximum advantage you can get. Note that Mad Struggle is 4 hits maximum, so if you're doing it where the last angle hits the opponent high (especially if they instant block), it may very well be throw punishable.Even if you're +1-2, but in throw range, your opponent can technically punish with a throw if it's spot on, since they can't be thrown because of GG's throw protection and Venom's fastest normal is 5 frames. The timing to do that is VERY strict for them though and risky if they mess it up.
Kirnupiima Posted January 5, 2015 Posted January 5, 2015 Mad Struggle also has 6f of landing recovery. I get thrown alot from it.
DaiAndOh Posted January 5, 2015 Author Posted January 5, 2015 Do note that the + frames take the landing recovery into account already in this case though.
Kirnupiima Posted January 5, 2015 Posted January 5, 2015 Oh ok, my bad. Now that I think about it it makes sense. Static difference.
TAI-X Posted January 5, 2015 Posted January 5, 2015 Is it ever worth it to use Bishop Runout? If I need to bring the pressure, I always feel like the meter is better spent on a Dark Angel, if not a Stinger Aim YRC -> rush-in combo. And the function of Runout seems pretty well served by charged QV balls.
KrsJin Posted January 5, 2015 Posted January 5, 2015 What is the best thing (or your preferred action) to do when you land an air throw too high to combo with a ground normal? Thinking maybe a HS CR or set balls in the meantime?
TittyFOFO Posted January 5, 2015 Posted January 5, 2015 Both good options. You could also try super jumping with j.D to fish for a hit.
KrsJin Posted January 5, 2015 Posted January 5, 2015 Great thanks. One more I've been meaning to ask, sorry. Is there a trick to doing a proper TK Mad Struggle? My results vary so much with this move, tiger knee timing is strange for me in this game still so maybe I'm just messing up. But yeah I sometimes input it too soon to where I land without Mad Struggle even landing hits. Sometimes I jump way higher than desired. I've begun just doing like..9236 instead of the usual 2369 to input it but it makes MS come out later. Any advice is welcomed.
Kirnupiima Posted January 6, 2015 Posted January 6, 2015 You can use the empty Struggle to go low once you land so it's definitely not useless. I personally practice the TK by running up (as you would in a match) and doing the 2369 from the run and I try to do it low but still it to hit. It's getting better every time but still needs just the mechanical practice.
DaiAndOh Posted January 6, 2015 Author Posted January 6, 2015 Great thanks. One more I've been meaning to ask, sorry. Is there a trick to doing a proper TK Mad Struggle? My results vary so much with this move, tiger knee timing is strange for me in this game still so maybe I'm just messing up. But yeah I sometimes input it too soon to where I land without Mad Struggle even landing hits. Sometimes I jump way higher than desired. I've begun just doing like..9236 instead of the usual 2369 to input it but it makes MS come out later. Any advice is welcomed. You can use the empty Struggle to go low once you land so it's definitely not useless. I personally practice the TK by running up (as you would in a match) and doing the 2369 from the run and I try to do it low but still it to hit. It's getting better every time but still needs just the mechanical practice. The best method is the method that gets you the Struggle you want. Personally I do 2369, and sometimes 23698 if I want a slightly higher one. I recommend practicing it while running and on your opponent while they block 5P, 5K, and c.S. What is the best thing (or your preferred action) to do when you land an air throw too high to combo with a ground normal? Thinking maybe a HS CR or set balls in the meantime? I wonder actually if it's possible to RC and get a knockdown from there, similar to the FRC from +R. But yes, you and Titty covered the common options.
Moroha Posted January 8, 2015 Posted January 8, 2015 Was wondering if you guys had any Fuzzy Guard setups. I've been trying to figure out one that's somewhat practical. Right now I've got.. (Corner; Stuff xx IAD j.S j.H j.D land 6H;) land, K.Set S.Set, IAD j.K, slight delayed j.S, land, instant jump back j.H (BH) xx Struggle. However, I can't seem to get a 2S to link off the Struggle; I think the Struggle is probably hitting too high, or I need a low ball setup for the Struggle to hit low to the ground. Not positive though.
DaiAndOh Posted January 8, 2015 Author Posted January 8, 2015 2K/c.S are 1 frame faster than 2S perhaps that will help? Also if you want to spend the meter, you can RC the j.HS/Struggle. Takes meter of course, but the damage reward will be higher. You can fuzzy off a H ball set midscreen as seen here: https://www.youtube.com/watch?v=-xXxycJQOKI Also didn't even know you still played games anymore, cool.
Kashell Posted January 9, 2015 Posted January 9, 2015 Are the combos in Venom's Challenge Mode practical? I really don't see/use them used in matches; more like iterations of them.
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