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TittyFOFO

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Everything posted by TittyFOFO

  1. Oh my bad. I didn't realize you weren't doing dash jumps. Yeah, that's pretty mandatory as far as I know. Also, I'd recommend that you check the Venom Discord out. No one really posts here nowadays. Download the Discord app if you can, and then use this link: https://discordapp.com/invite/010mtfwzqq54nV1Zf
  2. Okay, so there are a few reasons people doing that throw setup. Venom throw combos generally do poor damage anyway, and while the lvl 3 ball setups do less damage initially you get to force the other player to burn some meter of take a lot of chip damage. You also get to negate a lot of reversal options like DPs, blitz, and most supers while still giving yourself good high/low options while they're stuck blocking. Lastly, it's pretty difficult to burst the shorter throw setup, where as doing the old BnB you'd have to make a hard read to bait and punish bursts at multiple points in the combo. So the simpler option could be the better one by far, depending on the situation. In regards to your inputs, you have to buffer a dash before the 2HS after the throw for the long combo. The rest was correct. The short combo can be done with a 1 hit 5S(c), which might actually affect their ability to burst it maybe. I need to test it out more myself tbh. As for K ball oki, try doing it off of a 2D knockdown with j.K for the ball strike. Keep in mind though that a lot of it depends on which character you're up against, and spacing in general. It also generally doesn't work in the corner, in case you weren't aware.
  3. Fino vs Ogichan(Sol), Kousaka(Sol), K(Sol), JUN(Millia), Satsu(Chipp), and Teresa(Jam)
  4. Original post has been updated to include the 1.03 balance patch changes. Feel free to comment on them here. If for some reason you have Revelator and you don't have the patch, you're doing it wrong!
  5. Thanks SMF. I'll update the combo thread's original post tomorrow when I have a bit of time to dabble with things and confirm which characters they work on. Edit: Nevermind, wrong thread. You suck lol
  6. You see it on both sides of the fence, unfortunately. Plenty of us more seasoned players deal with newbies and scrubs that complain or talk shit when they get rolled hard. If everyone could put their pettiness aside it would be a much better community, but that's generally not how the internet works lol For a new player I'd say try not to complain, but feel free to ask questions about what your options are. But don't be upset if you don't get a response. Most of us are pretty friendly, but it can't be said for everyone.
  7. I was convinced for some reason that you couldn't dash cancel MC hits. Goes to show how little I understand about danger time lol. Faultless defense would be another option, in retrospect.
  8. I can't be the only one here that frequently finds myself in danger time with no real idea what to do. Our character doesn't really benefit from it as much as some others IMO, but mortal counters do open up some good meterless combo options off of our long range pokes. By canceling 5S(f), 2S, or even 6HS into 2K on hit, you can recover fast enough to dash or IAD in for a full combo. You'll have to confirm whether they're standing or crouching for optimum damage, but its not too difficult. From a max range 6HS, you can follow up with IAD j.S, j.D into whatever. Here's a corner example:
  9. That might've been possible back when GG was the only game of its type, but its far too late now. Once other titles started popping up that followed a similar formula, of course a sub-category was created. And I wouldn't necessarily say it was something that the GG community made by itself, but there's not much sense in fighting an accurate description. And the anime stigma existed even back in the days of GGXX, in the sense that a lot of SF players and whatnot wouldn't touch it just based visuals. So I wouldn't blame it on the unification of the "anime community" as if it were something new. If anything, events like CEOtaku give a chance for the lesser games to take the stage for a change, instead of waiting on support from groups that can't or won't run tournaments with those games for various reasons. That's a good thing, regardless of whether or not you approve of the branding. So while I agree with a few of the points you made, as a whole its a pretty moot point. The fact that you're posting on a website dedicated to GG and other similar fighters is proof enough.
  10. Super hard character to learn and get to be efficient with. But ultimately I think he's probably the most satisfying character to play. I love the fact that he can pretty much be played however you want, assuming that you have the execution to back it up. I personally go for high damage output setups that rarely use more than 2 balls, but I see a lot of other players that use tricky setups that do less damage but force more chip damage and mix-up opportunities. Very few characters in this game have the number of options that Venom does, so there's lots of room for development for all Venom players. He really let's you express your individuality, which is a very uncommon thing in this genre. But no, he's a terrible beginner character. Above average execution requirements, mind blowing # of options with ball summons, subpar defensive options (only character in the game with no reversal move I think?), and plenty of bad match-ups IMO. As previously stated, you really have to know what you want out of GG if you wanna play the character.
  11. Corner dust chombo: 5D, ground chase, 5HS, 6HS, P ball set, 2S, ball hit, S Carcass, 5HS, SQV, 5P, ball hit, IAD, j.S, j.HS, j.D, land, 6HS 154 damage on Sol. Against the fatties, you can modify with PQV into 5P, 6HS for the ender. Very easy to get the charge for S Carcass due to the way they slide down the wall. Didn't find much at midscreen aside from this: 5D, ground chase, 5HS, 5HS, KQV, 6P, 6HS, ball set Piddly damage (like 87), but at least you get knockdown and a ball I guess? IDK. Haven't really seen what the Japanese players have been using.
  12. Now that the demo is out I can test things for people who don't have PS4s. VS Sol, regular Dark Angel does 175 damage with all 34 hits. Burst DA does 210 damage. Dunno if those exact numbers were already mentioned in this thread, but maybe someone cares lol. In OTG scenarios, the difference seems super negligible, so don't bother.
  13. Yeah, 6P->6HS on normal hit would be nice. In situations where I don't expect to get a CH (catching techs and whatnot), I'll often do 6P, 2HS xx Carcass. 6P, 5HS xx DHM maybe also be a good idea depending on how high they are. Not being able to 6P Sol's j.HS consistently is a pain, I'll agree. Nice thing is that as long as you don't get hit, the 5S(c) that you prolly started will beat out anything they stick out afterwards (aside from VV I assume), so you either get a free combo or pressure in a lot of cases.
  14. Pretty much any Millia touch leads to knockdown lol. I wasn't really trying to imply that none of the cast gets anything off of an AA. My point was moreso that Venom isn't all that far behind anyone else when it comes to AA rewards. CH 6P, 5S(c), and 2HS can all lead to a meterless 170-220ish damage on Sol with knockdown, depending on positioning. That fact, combined with us having one of the best AAs in the game, makes me think that we're doing just fine.
  15. Of that list, I'd say Sin's is the most dangerous by far because he gets big damage and hard knockdown from anywhere on the stage (I truthfully forgot about him). Ky 2HS is great because of that hitbox, but I'd never think I lost a round just because I got hit with it once. May's buttons are seldomly used for true AA purposes (6P is more of a counter poke, and I never see 2HS outside of anti-tech setups), and Slayer/El AA rewards are super dependant on proximity to the corner. Can they all change the outcome of a round? Sure, if you get caught by one while already in bad positioning. But hell, a Pot 6P can ruin your life if you decided to get CH by it too close to the corner. As with almost everything from AC and +R, I'm glad 6P loops are gone. You shouldn't be netting close to half life just for landing a conventional AA.
  16. What other characters are really getting anything all that great off of their AAs? I think Sol is the only one that's gonna wreck you super hard without meter, and that's only on CH 6P and maybe CH 1 hit VV. Everything else is pretty dependant on positioning and resources. Also, you can get full combos off of CH 1 hit 2HS xx S Carcass. Good for shutting down some IAD pressure and cross-up attempts.
  17. That's burst Dark Angel. Meter drain is cool, but I think I'd rather keep my burst in most cases.
  18. Pretty much the same approach I take to fighting Millia, especially if she's pin-less. I'll try to implement the dashing far S/2S into my game more to see if it helps. Could actually make the S telepirt more dangerous, but shrug.
  19. I don't think we have any real business beating good Chipp players on even a semi-regular basis. Its our worst match-up hands down IMO.
  20. That setup safely allows access to some of the more high damage corner mixups. Id say it's worth it. I've been meaning to implement it in my game, but I'm too scrubby to summons balls using the hold method, which I think is required to get the true meaty YRC Stingers again most characters. I mean, some peace of mind when doing oki on Sol is definitely worth 25% IMO. But yeah, it definitely varies from character to character.
  21. Not to imply that it can't be done on reaction, but I'm gonna go out on a limb and say that most players are just making educated guesses. I mean, there's only 18F of startup there and you still have to factor in jump startup. But I'm far from an expert on the way those things work, so shrug. I'll be the first to admit that I'm not doing it on reactions alone, but then again I mostly play online which would make it even more seemingly impossible.
  22. Awesome. Thanks Dai. On a related note, anyone know off hand if 5K will beat Sol/Pot's 2P as a round opener? That hitbox is pretty slim.
  23. Well, you can RRC the hit that you think they're gonna burst on, and then block and punish the burst. Problem with it is that if they don't burst, you potentially wasted 50% of your meter and dropped a combo. Honestly, you'd prolly be better off just getting hit with the burst at that point. I dunno if Ky can DP punish bursts in situations like that. You'd have to read up in the Ky forums for that info. One more option you'd have is to use burst-safe strings. A lot of characters can just hold back while hitting fast normals that chain into themselves, allowing the player to block a burst. If they don't burst, cancel into a max range sweep or something for a knockdown.
  24. For a gold burst, your only real options are to throw them during recovery or just start applying pressure again once they land as far as I know. With a blue burst, you can block it and get a punish combo as they come down. Easiest to do if you instant block the burst, but still possible in some other situations. What kind of bait options you have and punishes are gonna depend on your character though. For example, I play Venom. The most common places for people to burst are during his close slash (3 hit launcher), and during his throw combos. Close slash is jump cancellable, so if I think they'll burst I just jump and block in air, then land and punish. Most of the throw follow-ups aren't jump cancellable and have slow recovery though, so the only ways for me to bait is either RRC (not worth it) or to teleport and punish on the way down. But like I said, options will vary depending on your character. Hope that helps.
  25. 5S(c), 2D xx SCR, microdash 5S(c).
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