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Tigerofthewind

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Everything posted by Tigerofthewind

  1. updated info on Justice's normals, specials and overdrives as well as some combos.
  2. Apollo Justice for president that is.
  3. Further reserved
  4. Justice Combos: 1. 2K/K/6P>c.S>S>HS>41236HS 115-136dmg 2. 2K>2S>2HS>41236HS 121dmg 3. corner 2K>S>HS>41236HS>RC>dash>2K>S>HS>41236HS 165dmg 4. corner K/2K/6P>S>2HS>2D>236D>c.S>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D 5. Throw>c.S>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D 6. corner K/2K/6P>S>HS>236D>HS>236D>air combo Will add more shit later.
  5. Alright so now that everybody's favourite character is back, I'd thought I'd make this neat little guide to see what changes have been made to her. I'll add more info later on in the week when I'm not busy. But one big change is Justice's ability to do BIG DAMAGE. Just a simple Dust combo will net 150-200 damage easily. Ground Normals: Punch: Basic quick motion. This along with j.P is Justice's fastest activating moves by far. Hits twice. Main use of this is to bridge gaps in combos or used to relaunch the opponent in some combos. Can also be used as a quick poke that can potential lead to knockdown. Gatling into 2S and c.S Kick: good move that has long range. Start up isn't too great but is good for poking opponent at a distance. Can gatling into 2D for a knockdown or connect into c.S, S, 2S for combos. Slash: Has great range and is a staple move when doing Justice's ground combos. Hits 4 times as well as hits at a lower body angle. However Justice will still get hit by other characters 6Ps while doing this though. It's mainly used to bridge the start and ends of B&Bs when the opponent is too far away for c.S. Can be jump cancelled. C. Slash: Pretty much the same from previous games. Justice makes an uppercut-like motion with one arm. This is a great Anti-Air since it reaches up very high. It's also used to keep the opponent in the air when launching them for an air combo. Can be jump cancelled. Hard Slash: Downward swinging motion done by Justice. Usually used near the end of B&Bs. In the corner, HS can be used to ensure that the FB hits the opponent. Usually if the opponent is standing it will hit. 2Slash: Long ranged ground move. It's usually used to catch incoming rushing opponents and can cancel into 2D for a knockdown. Can cancel into various things including 2HS. 2K: Acts very much like Eddie's 2K. Not sure if it has as much priority as Eddie's but is still quick none the less. Can gatling into 6P for low to high mixup. 2P: Quick move. Great for tick throws. Can't really say more like whether it leaves at frame advantage but recovery time is fast so I'm asumming it either leaves you at 0 or +1. 6P: Probably one of Justice's best moves and one of the best 6Ps in the game. Fast startup time. Heard from people that it's the fastest overhead in the game. Has invincibility from I'm guessing 1-2 frames onward (pretty when Justice kicks up her front knee and begins the chop motion) until the end of the 6P animation. Justice has entire invincibility from the knees and upward during this time. As well as if dashing in, Justice maintains momentum while doing 6P. Can go through things like most projectiles like Ky's CSE and Ky's 236236P Overdrive. Usually safe to do on okizieme since the invuln frames and the hitboxes will most likely cause clashing with things such as VV and wake up supers like Johnny's. Active frames start up very quickly as well as has 2 hits, both of which are overhead. The hitboxes at which these hit make it extremely good as well. Active frames start around 8-10 frames(when Justice stomps the front leg back down on the ground after the knee raise motion and the arm is a little bit off perpendicular to the ground behind Justice's head). 6P also has a very large hitbox that stems from Justice's hand all the way to the back. to the bottom of her torsoe where the tail begins. In certain situations like when May is doing her Dolphin, it's possible to 6P and dodge the dolphin completely while hitting May when she is behind you. 6P will beat out most airmoves or will completely dodge them. Things like Johnny's Ensenga, Justice can do 6P very late after Johnny's started his animation and will completely dodge it. It'll catch things like enemies ADing in or things like Bandit Bringer and May's Dolphins with ease as well as Order-Sol's Rock It. Will clash with things such as Baiken's chain and Axl's chain. 2HS: 2 Hit ground move that launches the opponent in the air. Can cancel into 2D or the forcebreak. Dust: Much like Testament's Dust except a bit better. Can't really say anything more about it. 6HS: Long range move with slow start up. Launches opponent into the air, can be jump cancelled as well as one of the only moves that give enough time for you to cancel into Gamma Ray. Throw: Throw is still a great combo starter and now with the added effects of air normals, off a throw it's possible to do 150+ damage on most characters from anywhere on the screen. Air Normals: They buffed these up a fair bit changing her combos into more powerful ones. One main note is that now all of Justice's air normals are Airdash cancellable much like Millia.This opens up more options and allows Justice to more damage during an air combo and more chance of doing damage off a random air to air encounter j.P:Justice's best air to air move. Not the greatest for combos since it does mad prorate. It's used for those quick air pokes or to bridge the gap in combos where you need them to be a bit higher than they ar. -Is now ADC -Can cancel into FB j.K: This move is the basis of Justice's air combos. It has a decently fast startup time, has good horizontal range and can cancel into j.P or j.S -Is now ADC -Can cancel into FB j.S: A great move to do especially during air combos. It's pretty much an aerial version of 2HS. Hit's twice as well as raises the opponent. Can be jump cancelled as well as cancel into j.HS -Is now ADC -Can cancel into FB j.HS: Very much like Slayer's j.D where it plummets the opponent downward. Has a large hitbox in front of Justice as well as can cancel late into the animation. If low enough to the ground it will be a knockdown. In previous games this is how you would want to end your combos. However now, j.HS is able to cancel into j.D further aiding in extending air combos and damage. -Is now ADC -Can now cancel in j.D -Can cancel into FB j.D: Vastly improved from the previous games. Before it was just a stand alone move. You couldn't gatling anything into it or cancel it into anything. Now Justice is able to jump cancel which means for longer air combos and bigger damage. It is also possible to airdash cancel however I haven't really fooled around with this. Still a great jump move and has many uses. j.D has the range of Millia's j.D except that the range extends to both sides of Justice. Now with the ability to ADC and JC it is possible to hit an opponent on the ground or in the air and connect it into a combo. -Is now ADC -Is now JC -Can cancel into FB Specials: 236P: Still pretty much the same as Slash. Starts up fairly quick and has active frames for as long as the tail is in front of Justice. Still vulnerable to low hits. Can catch things like Axl's chain, Baiken's chain and Johnny's Mist Finer. Still has a hit box behind just as well. Will catch things like Baiken's Ouran. 421S/HS: Much the same in the other games. S launches the blast horizontal while HS launches in an arc. 421K: Improved from Slash. Untechable on ground hit. Depending on the hits, when hitting an opponent in the air it will be untechable. The laser that comes from the ground is the determining factor in whether it is untechable or not. Great retreat move as well as good for getting out of pressure since it has startup invuln as well and now with the added untech due to the laser, you'll almost be guaranteed a knockdown. 41236HS: Now has Floor Slide. This is good in the fact that it's now actually useful to RC for more damage. However it is bad that you will send your opponent sliding across teh screen meaning that it's harder to do okizieme outside of the corner. Forcebreak: 236D: New move where Justice dashes across the screen and hits the opponent twice. It's sort of a combination of Johnny's Jackhound and Slayer's BBU where the startup time is a little slow so your opponents can still catch with things like 2D, but the move itself is very fast like Jackhound as well as moves Justice roughly 3/4 of the way across the screen. The FB also has the capability to pass through things projectiles and projectile supers like Jackhound as well. The forcebreak hits twice and causes wall stick if a wall is nearby. In the corner is will usually cause instant wallstick if Justice cannot pass through them. The 2nd hit hits after Justice passes through the opponent and that is why you see the opponent fly across to the opposite side. So in the corner, Justice is unable to pass through the opponent so either only one hit will hit and cause wallstick or both will hit and cause immediate wallstick. So if Justice is in the corner and FBs, the opponent will be sent flying behind Justice and stuck to the wall however if the opponent is in the corner, it will cause immediate wallstick. The hitbox for the FB is somewhat odd as well. It appears that the hitbox is only for Justice's upper body. When trying to perform the move on some crouching opponents such as May, Sol, Zappa, the move will simply whiff and Justice will simply pass through. So usually it's best to do this in a combo or to get out of pressure. It should also be noted that the FB can also be performed in the air, can bet TKed very close to ground to the point that it looks like it's on the ground and counts as a high. However due to the hitbox, it is useless since it'll whiff pretty much the entire cast if they're crouching. The only ones who can still be hit are Potemkin and Justice. Useful notes on Forcebreak: - Start up frames are a bit slow and that is where Justice is vulnerable. The frames where you see the flash of light and the sound and where Justice is preparing the crouch. - Very safe to do, very fast recovery and leaves Justice at frame advantage. - Acts like better version of Jackhound - 2 Hits - Unlike Jackhound cannot be caught by catch moves like Testaments, Axl's, etc.. Even Justice's own catch move can't catch it where it can catch Jackhound. - Can go through pretty much every projectile in the game. Overdrives: 632146HS: Essential the same as before. However I noticed that the untechable time seems slightly less. Still starts off very quick and is pretty much the fastest Overdrive in the game other than Order Sol's Savage Fang. 641236S: The same as in previous games. The main use of this is for okizieme as well as to crank up guard meter and do chip damage. When right close up front the laser hits a total of 43 hits. The core is where most of the hits will occur so it's best to do this to opponents up close. It raises alot of guard as well as will drain an opponents Tension. Either they will try to FD it with the tension they have left or waste 50 in order to dead angle. The one downside of this is that if it connects, the damage won't be a whole lot unless you have guard meter raised a little as well as it fully restores the opponents Burst guage as well as gives your opponent full tension. Gamma Ray: Basically for shits and giggles. Can connect off a throw, or 6HS
  6. I generally like to greet people on the ground with my 6P.
  7. What the hell's the knife?
  8. Updated: Added a couple of new okizieme formations. Maybe add some pressure strings later on tonight.
  9. Pretty good guide. I can't find that many useful things with it though since the formations are different, FRC timing is later, and ball physics is changed as well as properties of some moves. Some stuff I'll probably test out later.
  10. bigooooh posted a bunch of Nanashi and NO vids a few days back. A bunch have been seen before, others haven't. Not sure since they are labeled differently.
  11. thanks. That's too bad you're not playing Venom anymore. I have a friend who plays I-No. Hard to play especially on D-pad because your fingers are pretty much raw afterwards. My friends and I did record some matches after the tournament this weekend. Maybe they'll get encoded. I don't know.
  12. Finally got it. Now just gotta practice it.
  13. Ya, I've learnt from when I first played Venom that 2d> Dubious Curve is a bad idea. All the examples I've posted I have been punished before with. Still practicing 6P>6HS>CR but not that much. I've realized that my problem is in the initial start up. Either my 6P>6HS is too slow or 6HS>3 is too slow or a combination of the two. It's not far off though. Just like maybe 5 frames late, sometimes even less. But ya, it really helps when doing "damaging" midscreen combos. Something I'm lacking. It also really helps when doing 2D>SA>FRC>6P>6HS combos. My gameplay isn't too focused on damage though but rather mixups, crossups and guard meter raising.
  14. Come on. It can't be that bad. Venom sucks.
  15. What do you mean? I don't usually do it on OTG. Well I do but it's 2D>DC. The only reason it counts as OTG because DC is so slow. Do it if you want a charged ball. You can summon after it as well as it's safe because neutral tech and back tech are the only good options for them. You get a 2 ball formation with one ball being charged which is a plus. Most of the players I play with don't realize that you can tech out of it which is good for me. I wouldn't do OTG Dubious Curve in the corner though because if your opponent does realize they can tech then it can mean trouble for you as well as having alot of better options like just summoning or continuing the combo with SA FRC or CR depending how close you are. So it's pretty much best to do it when you're in the corner and you're able to get the random Sweep in and you want them to get off you or when you're at midscreen and you want to push them to a corner because then afterwards you have 2 balls ready to start zoning and space control.
  16. Yes, it is safe on Stagger hits. HS is the only move that I can think of where Venom staggers the opponent and is also the only move that will connect with Dubious Curve. Other moves don't connect and the opponent can block quite easily and if they're really good they can backdash to dodge it completely. Backdash window depends on the move and the distance. Pretty much the farther away you are from your opponent when doing Dubious Curve the easier it is for them to dodge it or possibly punish.
  17. --------------------Useful Combos-------------------- Off Throws: Midscreen: 1. Throw>6P>6HS>Summon S/P/D>6HS>Summon>Summon - lands you a knockdown and 3 balls for okizieme 2. Throw>c.S(before 6 hits it was? to make them bounce off the wall)>Summon HSb>c.S>6P>6HS>623K>j.K>land>j.HS - Difficult, but lands a ball summon, a knockdown and pushes the opponent to the corner. 3. Throw>c.S>TK HS Madstruggle - your basic Reload combo. Does shit damage but lands a knockdown and gives time to set a ball or two. 4. Throw>6P>6HS>Summon S/P>6P>6HS>Dubious Curv - one of my favourite combos. Really reliable, moreso than a Carcass loop and lands a knockdown as well as a charged ball. 5. Throw>dashjump>j.K>j.S>j.HS>j.D>depending on distance from the wall and character weight, they will bounce off the wall allowing for 6P>6HS>Dubious - I personally like this combo, but it all depends on experience, knowing when to cancel j.HS>j.D and when to do it. It does get a knockdown in the corner as well as a couple of balls. Will add more later.
  18. -------------------Shit People Can Punish You With------------------- Thought this thread might be useful as it makes Venom players weary of doing the same pressure tactics.This is basically all the ways different characters can punish Venom. So hopefully this helps others avoid eating shit like I do. Dubious Curve: Great move with good blockstun. However if the opponent anticipates it, prepare to eat shit. So my advice is not to pull out too often because you're gonna have to FRC to avoid getting punished. Also, pretty much every character can backdash out of Dubious Curve if timed right. Note that these are all for pressure strings and blockstrings. Not combos. Dubious Curve Punishes: Slayer: Slayer is possibly THE best character for punishing Venom, it's no wonder he's Venom's worst matchup. Option 1: Big Bang Uppa. Will go through Venom's DC. Venom will have to anticipate the BBU and FRC in order to block it. If not, this will most likely lead to a very damaging combo on Slayer's part. The easiest for Slayer to punish Venom on is 2D>DC. The window for punish is smaller if Venom does HS>DC and even smaller is c.S>DC so c.S>DC is probably your safest option. HS>DC is still pretty good since has a tiny gap so most of the time if Slayer tries to BBU he'll eat a DC. However on the off-chance that the Slayer is really on his game.....Yeah... Option 2: Dandy Step into Pile Bunker. Effective move, can be used when anticipation of DC is 2-4 frames late. Cannot go into big damage but is probably Slayer's most surefire way to get Venom off him since it can be done somewhat late into the DC animation. Infact, the move is able to dodge just as the ball comes out and you see the purple streak of light so the window for the opponent to input the command is roughly when Venom is just about to turn around and hit the DC. However Slayer won't get a counter hit. Dandy Step is most effective against 2D>DC with the largest gap due to pushback and HS>DC the second largest. c.S>DC and 2S>DC is safer however because the push back isn't as bad. It also should be noted that Slayer can't do Dandy Step in the corner to avoid DC. Option 3: 236x2 HS Overdrive. Probably the hardest to do but can be used to punish. I don't know much about Slayer so I don't know if he can combo after this or not. Option 4: Backdash. Slayer will completely dodge DC. I don't know much about Slayer's BDC so I'm not sure if it's just a dodge or a punish as well. Just a note that Slayer can do this anywhere on screen including corner. Testament: Not much to be said. Not a whole of of options when countering but some good ones. Pretty much the primary one Venom should be aware of is 2HS. With it's invincible frames, A good Testament can easily turn a 2HS counter hit into a Badlands loop. Timing is a little strict for Testament but good anticipation will do the trick. I've been hit by this plenty of times in the past. Johnny: Not much here except that his 2HS can beat out DC. Sol: Has his uppercut to do the job and if RCed can probably go into a combo. It's also possible to Bandit Revolver it as well but that's MUCH more risky so most Sol players will stick to VV. Ky: Vapor Thrust will beat DC outright but the after hit won't connect. Ky has other options but this is by far the safest one. Will give Ky a counter hit and a knockdown. If done late, both players will trade or Ky gets hit. Jam: A fast character like Jam definitely has alot of moves to counter Venom with and that's including her parry. 2D>DC is really bad against Jam because she can counter with almost any of her normals not to mention the uppercut. 2D will lead to a knockdown and possibly a charge for Jam. Jam can also 236S>whatever. HS>DC is a bit safer since Jam can't hit you with her normals but her supers will connect with a counter hit though. The only one that doesn't seem to connect is the 632146+HS super. Potemkin: Can pretty much Slide Head on reaction if you do 2D>DC. Harder against HS>DC though. Dizzy: It's possible to punish with 2HS on 2D>DC but more likely than not, she'll end up trading with Venom or getting hit. Have to anticipate it pretty early in order to beat DC for a punish combo though. Zappa: Ghost summon pretty much beats you out every time. Looks like it's not too hard to do on reaction. Even with a trade Zappa gets 3 souls. Beats out 2D>DC and HS>DC. Does not beat out c.S[2 hit]>DC
  19. -----------------------------Okizieme----------------------------- Here's some usefull Okizieme involving ball formations that I've seen used by top players in Japan and regular Venom players. HS Dubious Curve OR D Dubious Curve>HS ball: Usage:This is a useful midscreen to near corner okizieme. Best when used midscreen. Setups: There's different ways to setting this up but pretty much the main two are 1. Combo>HS>(HS DC/D DC>HSb) 2. Throw combo>HS DC(It's possible for you to have summoned another ball before HS DC. I find it best to either use S ball or D ball) 3. Random 6P or 6HS>HS DC Execution: Very simple here. dashjump>j.HS. The charged ball will fly downward on top of the opponent at a really fast speed. It's best to j.HS as quickly as possible because the recovery time for j.HS is longer than Venom's other air moves and gives you more options. NOTE: with the HS>Dubious Curve Setup, depending on how long you dash before jumping will affect whether or not you land in front of them or behind them or not. However with the other two setups it appears that you send them sliding too far to crossup. Options After Execution: There's alot of things you can do depending on how early you j.HS. All these options assume that you hit j.HS during the dashjump much like how Sol executed his Dustloop in Reload. 1. dashjump>j.HS>land>2K>combo 2. dashjump>j.HS>FB Madstruggle(Misses when crossing up) 3. dashjump>j.HS>land>TK madstruggle 4. dashjump>j.HS>land>2D>S Carcass Raid>combo 5. dashjump>j.HS>land>2D>Stinger Aim>FRC>combo 6. dashjump>j.HS>back airdash> j.S>c.S>combo 7. dashjump>j.HS>land>2P/2K>throw 8. dashjump>j.HS>land>2D>Carcass Raid+cancel(if they block 2D)>throw Safety: Pretty safe IMO. I've tried countering it with uppercuts and supers but it seems that the ball is just too fast and usually catches the opponent right when they wake up so most of the time if an opponent tries something they're going to eat shit. However there are occassions where you're too far away and you can't manage to get the j.HS fast enough. This gives them time to FD jump or potentially do something else. Sb>Pb>Kb OR Pb>Sb>Kb K-Formation:-K-------------------- -----------------------P---------- ---------------------------------- ---------------------------------- -------------------------S--------- Usage: Common midscreen okizieme. Can be used near corner and in corner. Setups: Most common setups are off throws or random 6P counter hits. 1. Throw: 6P>6HS>Sb>6HS>Pb>Kb 2. Random 6P>6HS>Sb>6HS>Pb>Kb 3. Throw or random 6P>6HS>Sb>6HS>Pb>dash in a little>Kb Execution: Basic execution. After the last ball is summoned, just either dashjump or jump and do either j.K or j.S. There's not much difference in these two options other than the speed they travel and minor angle deviations as well as recovery frames. Afterwards usually Venom players like to airdash in and decide their options from there. NOTE: The 3rd setup is slightly different. Depending on how far you dashed in the S ball will either be positioned behind the opponent or just in front of them. This execution if mainly for a quick mixup or crossup. Basic execution is to warp right after you've summoned the last ball. You be right overhead of them or behind them. See options 4 and 5 for details. Options: 1. You can decide not to airdash but instead dashjump in. A bit trickier since you'll have to time the hit of the Kb better or else you miss. 2. After the airdash, you can do a basic j.K or j.S into whatever you want. If you're near the corner a j.D finisher would be best since it'll give a wall bounce and possible opportunity for 6P>6HS combo. If not, I'd just go with j.K>jS>land>c.S>whatever 3. After airdash just land. Options from here are 2K>whatever or TK Madstruggle>whatever 4. Warp in front of opponent, and most moves will make for a nice overhead. j.S is good because of the quick recovery time therefore along a followup on the ground such as c.S or 2K 5. Warp behind the opponent. How far behind opponent depends the distance you summoned the last ball from the opponent. NOTE: that if done perfectly the ball should be RIGHT BEHIND the opponent. Venom will warp right overhead and behind the opponent. However Venom will not be facing the opponents direction. Therefore hits like j.HS will not hit the opponent. j.S is the best option here since it's odd hitbox. After j.S it's pretty much basic c.S>whatever Pb>HSb>Sb OR HSb>Pb>Sb S-Formation:-------P-------------- ---------------------------------- ---------------------------------- ---------------------------------- ---------------HS-----S---------- Usage: Great corner formation with alot of Okizieme options. This also a good formation if blocked as well since you can maintain pressure even if they guess your high low game. Setup: 1. throw 6P>6HS>Pb>6HS>HSb>Sb 2. combo>DC(can either be HS ball or P ball)>HSb/Pb>Sb NOTE: Depending on what you want to do, decide whether to do Pb DC or HS DC Options: 1. Any: jump forward>j.S or j.K> airdash back> j.HS>whatever 2. Pb DC: jump forward>j.S>airdash forward>whatever 3. Pb DC: jump forward>j.S>land>whatever 4. HS DC: jump forward>j.S>ADB>j.HS>land>S>S Stinger Aim>whatever 5. HS DC: P (should hit both S ball and HS ball as they are going into formation)> pressure string 5. HS DC: P>jump forward>j.S>whatever There's more but I can't think of them off the bat. Usefulness: Good formation for keeping an opponent locked down in the corner. P Dubious Curve is if you want a meaty 3 hit blockstun while you jump in or HS Dubious Curve if you want a meaty shield after doing Stinger Aim. HSb>Kb K-Formation:-K----------- ------------------------- ------------------------- --------------HS--------- ------------------------- Usage: Great all around okizieme formation. Has many uses and is versatile whether it's midscreen or corner. Options at midscreen: 1. K the charged HSb to keep them locked down. 2. j.K or j.S the Kb for high-low mixup and use the HSb as a retreat or to extend the pressure string with Stinger Aim Options in corner: Pretty much the same as at midscreen except alot easier to maintain pressure and more opportunities to do mixups. HSb>Sb S-Formation:- -- - - ------HS-----S------ Usage: Great setup in the corner since it'll extend your pressure. Options: 1. 2S into pressure. 2. 2D into Dubious Curve. The extra blockstun due to the ball will make it harder for them to punish the Dubious Curve. Sb>HSb>Db D-Formation:----------------- ------------------------------ -------------D---------S------ ------------------HS----------- -------------D----------------- Usage: Good formation when they're at a bit of distance. Since you're at a distance it's relatively safe from things like uppercut or super. Generally a good f.S will do the trick. This will either give you time to set up a ball or two or go in for pressure. It should be noted that the D ball will be around the bolded position when you're hitting it. Options: 1. S to keep the lockdown on okizieme. Then 2S to hit the HS ball or leave the HS and start with pressure. If your S connects with them as well then you can summon another ball and still be at frame advantage to start pressure. 2. S and then summon some balls to further zoning. K ball Usage: Basic cross-up ball. Distance that the K ball is from your opponent depends on the setup. Setups are usually 2D[1hit or 2 hit]>K ball since DC will send them sliding too far away for any kind of mixup but does however allow for mixup similar to the HS ball. Options: Kinda hard to explain crossups and I assume that you'd be smart enough to figure out what options you have. Kb>Pb>Sb S-Formation:--------P------- ------------------------------- -------------------------K----- ------------------------------ --------------- ----S--------- Usage: Basically used for more advanced corner setups. You can do alot of things such as teleports to start it off. Great mixup potential as well as jump cancel mixups. Once again, this is more advanced stuff so experiment around and see what works best. Don't really wanna put up options right now.
  20. Here's a thread of all the formation uses and tactics that I know of and find useful. Feel free to add. Note that these are all for either 2 ball or 3 ball formations and that the formations are done with a fair distance away, usually a screens length or somewhat close to one. There's going to be alot of repeating of stuff so instead of saying balls all the time I'm just going to refer to them as either being Pb/Kb/Sb/HSb/Db. ------------------------------Zoning formations------------------------------ K ball> S Ball: Straight ball Condition Usage: Either used as a zoning tool that forces the opponent to IAD or jump. Can also be used as a shield when dashing in and advancement. Probably the most versatile in terms of zoning out of all the formations. P Hit - There's alot of uses and conditions concerning this so I'll split it up. Condition 1: P as soon as the S ball starts forming. Kb and Sb will launch simulteanously with Sb being behind Kb. Depending on your timing of the P hit, Sb will be slightly higher or lower than Kb or will be level and the two blue auras surrounding the balls will overlap with eachother. Higher and level conditions do no effect the followups but lower does. Note that if you don't followup with any of the following hits, it's possible for characters to 6P their way through and may catch you while trying to summon more balls. Furthermore, if opponents are close enough, some characters their low pokes will get you. Higher and Level conditions: After you've hit the balls, you can followup with a 6P. This will change the trajectory of the balls to bounce off the ground and then go almost upwards. Useful for those who like to Airdash in. However, it should also be noted that doing this too early can lead to being punished as the opponent will be able to dodge the balls and you'll be stuck in recovery frames of 6P. It's usually best to dash and follow the balls and/or wait to see what the opponent does then 6P. You can also do 6HS, but it is slightly risky. 6HS would mainly be for opponent a bit further away and you want a good preemptive attack. Lower ball condition(Note that these conditions can also work with Higher and Level however it's more consistent with Lower): So after you've hit Sb/Kb with P you have a couple of options you can do. The first is 6P. Unlike the high and level conditions, when hit the Sb/Kb with 6P the balls will not go in the same direction but instead both will go in different directions. Sb will go about 10 degrees off of Vertical towards Venom while Kb will go towards the enemy. Furthermore, depending on how late you decide to hit this, either both balls will travel at the same speed or the Kb will travel at a much lower speed(P hit speed). There are a few cases however where Sb will travel slow and Kb will travel fast. This is more useful than the one direction because the Kb will keep opponents who haven't already jumped and try to get in from jumping as well as Sb provides some cover Venom. At the worst Venom might get hit and knocked down far reaching air move like Baiken's j.S but it's not too bad for most characters. Venom will have recovered to be able to block anything coming his way as well as the Sb coming back your way will most likely hit the opponent. Furthermore, the condition where Sb travels slow is good as well as your opponent will have to stop their attack string in order to block the ball. HS is the other followup that you can do. The timing is somewhat strict though. Connecting HS right after P will cause the balls to split and fly at the opponent very quickly. They'll either be still on the ground blocking that or in the air blocking that or eating shit. There's 3 seperate conditions that may happen when you do this. 1. Sb will travel slow downwards and Kb travels fast upwards 2. Sb will travel fast downwards and Kb travels slow upwards 3. Both balls travel fast. All of these conditions don't really matter since all of them leave you in the advantage position. There's pretty much no way that I can think of for an opponent to get this other than Eddie with his Drunkard Shade and with some sort of projectile so pretty much Venom is safe to summon more balls. Condition 2: This condition is similar to the first one with the exception that the Sb and Kb are not touching. It's pretty much the same idea as Condition 1 except with minor difference. The first is the 6P will now only change the trajectory of Sb to go upwards while Kb doesn't change direction. S is also now usable. It's basically the same idea as HS except can be done later. To make it angle like HS the balls still have to be somewhat close to eachother. If the balls are in condition 1 the S will whiff. Same principles though. Another thing is if spaced far enough apart S will only hit Sb. This will speed up the Sb. The basic effect of this is that if the opponent jumps to dodge the Sb they'll then have to deal with Kb which most likely if they try super jump or AD, they might fall into Venom's 6P or 6HS. 2P Hit: There's not much to be said here. You basically wait for the balls to set and then you hit them with 2P and then P or the other way around. It'll give a sort of Tiger effect like in Street Fighter depending on how you space them out. You can also this with single balls as well. 2S: Same shit as 2P but faster. Good for forcing the opponent to advance however if close enough they may catch you during the recovery frames. HS Hit: Fast balls going at the opponent. Good to change it up if you're mainly using slow balls. K Hit: Good for forcing opponent to either block or dodge. Fast recovery so you can P the Kb afterwards therefore making it tough for those looking to airdash in and punish you. Probably a much better choice in using this than S Hit. Angle ball condition K Hit: basic split. Not much to be said. Good zoning tool. S Hit: Faster version of K hit. Does more damage on connect. 2P Hit: Creates a slow split. Very good for space control. Can followup with Stinger Aim for 3 balls or summon another Pb or Sb to further force the opponent to block. Repeat and it'll make it very hard for the opponent to try and get in. After the 3rd ball summon you then have alot of options and have enough time to summon another set of two or 3 balls. Should be noted that this is better than the Kb>Pb>P>Pb formation because the balls are spaced closer together making it tougher for the opponent to break through and gives you more time to summon more balls. K ball>P ball Usage: This formation is essentially the same as Kb>Sb however is more focused on angles. P Hit: Will create an angle similar to the 2P Hit of Kb>Sb formation. Angle is not as evenly divided as the other one. Can be followed up with another Pb summon. K Hit: faster version of P hit. Similar to K hit of other Kb>Sb S Hit: Similar to Kb>Sb formation. HS hit: Fastest of all the hits. Does a straight line with both balls. S ball> P ball Usage: Essential the same as Kb>Pb but the Sb bounces at a lower angle. P hit: If hit early enough, only the Pb will hit and the Sb will remain. useful for using as a shield for going in as well as the Sb there helps with either retreating or pressure. If not, Sb will create nice angle low to the ground while Pb will cover mid-high screen. K hit: faster version of P hit with pretty much the same conditions and effects. S hit: will send both balls straight. Pb will be a small distance behind Sb. HS hit: Faster version of K hit HS ball>P ball Usage: Since the distance between the two balls is a bit greater, the Pb won't hit HSb right away. This formation has it's uses like when you want a late split. Pb provides coverage for those jumping in since it goes in a straight line until it connects with HSb. Should be noted that Venom should hit the balls before they completely go into formation or else split won't connect. P Hit: Like I mentioned. connects with HSb late for late split. Provides air coverage for those trying to AD in. K Hit: Faster version of P hit. HS ball>K ball Usage: Best usage is probably to control space. Not that useful but good if your opponent is turtling. 2P Hit: Probably the best option for this formation. Basically what you do is hit the HSb and afterwards you have alot of options to pick from. You can either do j.P to zone out the opponent(note this can be done in the reverse) or j.S which will connect HSb and Kb in a low split. You can also use j.K but it's not as good. Another good option is to use j.HS. This will create a fast upward split depending on how early you j.HS(note, it doesn't have to split with HSb in order for it to potential catch the opponent in the air) that will catch your opponent if they try to IAD in or jump. All of these can be airdashed afterwards but j.HS is the hardest I find. K Hit: Another good option to use with this formation. Same as the 2P but faster. Advisable to use to force the opponent to make a move. recovery is fast enough to possibly punish the opponent for dashing in. Low enough that 6Ps won't be able to dodge. More formations to come!!!
  21. Oh I didn't mean Jesus was a bad character design but as in Jesus those are bad just in case anyone misinterpreted and was offended.
  22. Daisuke = New FALCOON. Turns everything he touches into shit. Honestly, fucken such shit storyline I don't know why people bother speculating over it. Honestly, do people really care who Sin's mother is? Because we sure as hell aren't getting a sequal to GG2 that ties all this shit up that's for sure. Character designwise. Jesus, Izuno? Doctor Paradigm? Worst shit since Nagase and Alba Meira. Valentine wasn't too bad but the rest of the cast are terrible including Sol and Ky.
  23. I'd just wait for official word in the next drama CD or some shit than all this fan speculation. For all we know it could be none of the above.
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