Tigerofthewind
Members-
Posts
113 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Tigerofthewind
-
Like I said. It all depends whether you have time to set up the balls or not. With the setup you mentioned then yes, 3 balls works because it's really just a 2 ball summon. However doing something like P Dubious>S>K ball the opponent can escape(easier at miscreen).
-
2 is usually sufficient. The extra ball may deter time away from the oki and may not be the best use of the balls. When you have a 3 ball formation, most likely you're going to hit all the ball. If you're going to hit all the balls anyways, then you might as well get 2, have more time to summon or see what the opponent is going to do. The 3rd ball is good, but the options from it are, either you're going to hit all of them or only 2 with the last one, really not being that useful. You're going to most likely have to summon into another formation or either let it dissapear because most good venom players will know that it's not about trying to hit every ball you summon. Most formations that N.O have been using lately don't really require anymore than 2. HS>S is a decent midscreen. HS>K is good all around. K>S>2P split can get an instant 3rd ball with the help of Stinger. 1 ball is also sufficient for retreat teleport or to start off the ball Seisei pressure. An example P>S>K formation. useful but really just functions the same as S>K. It just provides a bit more blockstun during bridge between when the S ball and the K ball hits. Pretty much if you can have time to make a 3 ball formation, do it. If not, 2 is enough because from experience, trying to summon that particular formation, the opponent can just super jump and avoid all 3 balls altogether so you okizieme summon is a bit of a waste.
-
I'm a Glutton for Punishment: Fighting Black Justice
Tigerofthewind replied to Blade's topic in Justice
Up against a good or decent Justice with unlimited tension? You can't win. They can spam the FB all day long. -
It seems that most of N.O's victories are attributed to his experience rather than practiced execution. He just knows what to do.
-
Not too sure about that one. Most of his execution is based on anticipation and situations. He definitely utilizes ball formations more than any other Venom player though.
-
FB Carcass is actually useful in zoning and locking the opponent down because of the speed, angle and how many bounces it stays on screen for. FB Stinger has very few uses and the frame disadvantage from frame recovery is pretty bad.
-
Pretty sure it's K Dubious Curv>S summon>2S>5HS>HS Dubious Curv>S ball. The HS ball and the K ball are charged. Don't quote me on that though. I remember seeing the proper set up in a vid except can't remember which one and I don't really feel like going through 40 N.O vids. Near the end of this vid. http://www.youtube.com/watch?v=do37j_NAikw&feature=PlayList&p=E9B60491C1BE199E&index=29 you see something similar to what you want.
-
If anyone is willing to record. But I don't think people want a bunch of videos saying "as shown at 1:23 on this vid *insert link here*" I'll probably try and update the thread I made more once I have time. It's been a while and I've improved as well as gain experience so I can give better info on certain situations and characters.
-
Updated Okizieme section. Might add combos later.
-
Hmm, I guess I should update my thread as well. After exams though. Also, it's better to not do 2D>Carcass Raid since it's easier to punish.
-
He's been really mixing it up the past few months. I always see him with something new. One favourite at any position that N.O likes is the HS Dubious Curv> K ball.
-
From what I've seen Venom has the upperhand in this matchup. The fact that his balls can stop I-no from flying around and makes hit difficult to get in. As well as 6P will beat out alot of her specials and aerial dives. However, he's not to great on Defense. The ones I've seen of I-No winning is because of the high low pressure game. There's really no gaps for Venom to get through unless he has 50%.
-
- BBU will beat out DC and Stinger and on occasion CR but will usually lose to CR - 2HS will trade with CR but leave Slayer at knockdown advantage at the very least. - Dandy Step will dodge CR with long Dandy Step being safer. - If Venom can predict a 6K okizieme, his c.S will beat it. - 2S and f.S will disrupt things like Mappa and is a good way for Venom to get out of pressure after FDing Slayer to a decent range.
-
Anji, Johnny have some info. Slayer and some others as well.
-
You guys forget the drill and reflect. It's good to stop Venom from trying to zone you out.
-
Well if everyone else has a matchup forum with Venom in it, then we won't need one. For matchups I just read the other threads and come up with ways to counter them.
-
Which Dizzy are you talking about? There were a total of about 3. Red one = nagai White one = Vancouver player Pink one = woki
-
Well Paul said 2 tapes were utter rubbish so he didn't bother encoding those.
-
NOw that I've watched those vids, dude that was ALEXEY!!
-
About Goddamn time Paul
-
They need to make a Justice vid with Fairy Dreaming. That would blow Cruel Angel Thesis out of the water.
-
No, it's pretty simple once you figure it out. Same with the SBT loop. the higher they are at the start of the loop, the more reps you can do.
-
Justice it's not that hard to come up with combos and you can experiment. airdash combos can be jD>AD>jH>jD>AD>jH or something like that. I come up with different combos than the ones I see in combo vids. Both do about the same damage. An example is one combo vid, the guy likes to do 6HS after the throw and go into an airdash combo, while I like to K>S> then jump into a combo. That's the fun of Justice. All the things that make her broken also make her varied. Like the SBT loop. I would've never thought of doing that as a combo although I was aware of it's effects.
-
General strat for everyone. Get up in their face. For Justice the best defence is a good offence. There's alot of ways to get in there and things like the NB blast are good for using as cover. Basic mixups like the 2K and 6P work very well since 6P is crazy good. Can try for more flashy advanced stuff as well like NB okizieme. Justice gains tension very fast, so don't be afraid to abuse things like Imperial Ray okizieme or FB whoring. In Slash, what I did was pretty much basic okizieme like 2K and 6P and it works pretty well against characters. Now in AC the damage output and new moves and properties are in, matches should be more in favour of Justice than it was in Slash. Slayer: - outranges Slayer by a fair bit - Does good damage so you'll be able to at least almost keep up with Slayer in big combos. - big hitbox as well as not too good at taking damage. At least has good guts rating. - Don't get hit by stuff like BBU and Pilebunker. - 6P will beat out alot of shit like Mappa, Cross Wise Heel and 6K. - SBT is always good for getting out of pressure - aerial, just has supremacy with more jumps and airdashes as well as longer range moves - range, NB blast to force Slayer to do something Testament: - NB blast as cover when charging in. Will eat up EXE Beasts and nests. Best to FRC to avoid back EXE. - most moves have good range for catching Testament trying to summon Hitomi or something. - Does big damage on Testament. Simple dust combo will net around 175dmg Eddie: - Same as every other character. Stay on the offence and don't get caught in the pressure strings cause you'll eat shit. - Eddie eats alot of damage as well. - Jackhound will get you through Eddie's drills and the shadow up in Eddie's face very quickly. So use it if you're at a distance and are trying to get in. - If they're using the Ogawa tactic, I don't really know what to do there. Depending on your positioning, NB will do the trick but make sure to FRC since the recovery time is very slow and you'll most likely get hit by the shadow if you don't. - DAA is pretty good during pressure strings, since it's 2 hits, so you won't really have to worry about whether it'll hit Eddie or the shadow and getting punished, cause it'll most likely hit both.
-
Yeah, still trying to figure out combos involving airdashing. Pretty tough Stuff.