TittyFOFO
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Does that combo even work outside of the corner? I almost never do it unless I'm doing K ball oki and go for a 2D without meter for RRC. If you're confirming off of 5S(c) on a crouching character and you have the skill for microdash combos, you should prolly be doing SQV>5P>BH>IAD combos instead to maximize damage IMO. Now, a question of my own. Does anyone know how many frames faster it is using the button hold method of ball summoning rather than doing it manually? I can't tell if its really just faster, or if my inputs are just slow. That's something I wanna start implementing into my game more since it'd allow for better charging options and more rock-solid oki.
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I haven't seen anyone try to dash cancel PB, but I can't imagine it having the range and speed to catch a backwards IAD cleanly. Venom 2S is easily beat by several of Slayer's relatively safe options, and also produces no real reward at midscreen. 5S(far) is also a pretty poor option, losing to 6P and IAD stuff for CHs IIRC. While I realize that you can't just use one option to open with (an odd concept for most Venom players lol), most of the stuff that can be used vs Slayer has WAY more risk than reward associated with it, and this isn't really a good match-up for unnecessary gambles IMO. I would rather force him to make one hard read for one particular option than to do things that he has multiple good answers for, especially if one of those options is PB.
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Now that I've played this a lot more, Venom really has no business hitting buttons vs Slayer at the start of the round. Eating a CH Pilebunker right out of the gate is a terrible thing, in addition to all sorts of other things that can go wrong. His 2HS will also beat Venom 2S cleanly. You won't get enough momentum to justify the risk, unless you just have a great read on that individual Slayer. I recommend IADing backwards with j.HS most of the time. Beats forward dash and Mappas, and doesn't get hit by the other crap. Only thing I've seen beat it was dash jump j.K, and its only happened to me once so yeah. I know you're giving up some control of the screen, but better safe than sorry IMO
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Just play Millia if you don't feel like learning real combos yet lol. But yeah, definitely at least get the BnB combos down before you hop online. Your chances of winning are just drastically smaller if you're never converting any touches for real damage. How difficult it is to get that damage varies from character to character, but that basic truth remains the same.
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To make them think you're doing j.S so they'll attempt to block. Better to whiff a normal than to just do an empty backdash, which I think people would be able to react to more easily.
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New Fino matches vs Hohiko(Ramlethal), NOB(Sol), TORI(Jack-O), Chappu(Chipp), Roi(Sol), Nage(Faust). Also, Taka (Slayer) making it look pretty easy. I hate this fight... https://www.youtube.com/watch?v=MXnW-2aLOk8
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Interesting stuff. I could see that working well against Ky because S Carcass is pretty good against Stun Dipper, Greed Sever, and fireballs, but couldn't Axl just use Resengeki to eat these?
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2D is also a viable AA in this match-up for whatever reason, especially in situations where she could potentially do redash mixups. Will stuff STBT and go under HCL too, but if she has meter for YRC then you have to be cautious. It's prolly best to back up at the start of a round. Between her STBT, Chem Love, j.P, and 2H/S, a lot can go wrong. If you duck a HCL and see the YRC, you can 6P dash follow-ups (2HS might work better, but I've never tried). Let her know that there aren't any easy ins over here.
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Great thing about this MU is that you get to control the start of the round here pretty much for free. 2S beats all El options out the gate, which forces her to back up or jump forward. If she jumps forward, 2S recovers fast enough for you to still AA so she has to be cautious. Her best option by far is to retreat, at which point you can begin to establish a ball game. Even if it's just a P ball, you can force her to take certain actions like Dai said. If she leaves the ground to get over it, run past her to AA or get out more balls. If she switches to shotty, approach slowly and stay out of the blast range to see what she does. If she shoots the ball, do far slash into 2S and wait a second while crouching to make sure you don't eat a 5HS. If she tries to roll under a ball, pick that ho up during the recovery. Obviously these options change once she has meter for Y/RC/super, so be mindful of that. But yeah, life gets a lot easier once you have at least one ball out. Don't summon balls after block strings tho, for fear of 5HS punishment. Even that's not all bad tho, cuz if she guesses wrong and you duck that shit you can punish with YRC Stinger for a full combo IIRC (or at least 2S xx H Stinger). If you end up in the air for whatever reason, watch your approach. Her AA options suck outside of close slash range (and that shotgun stance dashpunch thing), so max range j.HS is still viable. Just FD if you're inside of 5S(c) range tho, cuz you're not gonna win. If you don't have meter for FD, delaying Mad Struggle is one of your least bad options. I think that just about everything else has been discussed already. Once you get offense going in the corner, be mindful of cake boss super and dead angles, since her's is pretty good IMO. I personally wouldn't bother baiting her bursts unless the player is just being super blatant, since if you jump to bait and you were wrong, you'll prolly eat an AA 5Sc. Plus being knock all the way across the screen from El isn't that bad of a thing as long as you can get a ball out.
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Yeah, I wouldn't call it the most reliable of AAs. Prolly better off dashing under with 6P if you have the time for it. You can get some decent mileage against stuff like May's j.2H or whatever the hell that anchor drop move is. Personally, I've been trying to incorporate AA 2HS into my game more. Its active for way longer than 6P, which can be handy against things that can alter jump in timing like air bridal express and Sol divekick. Can also lead to good damage on CH.
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There are times it'd prolly work well with Dark Angel, like landing after Ky combos ending in aerial VT. Either way, good to know of its existence.
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The SQV combo works on Venom as well. My timing was just bad. If you delay the j.KSHD string slightly between hits, it'll work.
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https://youtu.be/83HKh9cJ5XI Top 8 for The Common Wealth, featuring myself and DBC at various points including grand finals (me vs VR Raiden). I'm the bumblebee Venom.
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It also prevents people from jumping out.
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I play on pad just fine.
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There's also the fact that 1 hit sweeps are often better at midscreen if you wanna do crossup K ball oki. The ball can whiff if you mistime the j.K, which can easily result in you getting blown up.
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Fino matches: https://youtu.be/gD-07KO9KP8 Dai: Matches against: Moga(Slayer), Gonzaburou(Faust), Sharon(Elphelt), Chappu(Chipp), NOB(Sol), Tanabata(Slayer)
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Also keep in mind that the timing has to be altered depending on the character you're facing, and how you knocked them down (face up or face down).
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So maybe I'm the only one that didn't know this, but Stun Dipper goes under Dark Angel completely. I was in a position where I was looking to chip out Steve H, and thought that even if he did Stun Dipper he would stand up into it. So yeah, don't do that. There are also frames where 2D won't make it under a VT. I'm guessing that its just during startup, but it can be a factor if you're too slow with K ball oki and stuff like that.
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Neutral jump j.P, falling j.S has served me well as a round opener here. Good against stuff like Mappa and forward dash, and doesn't get hit by 6HS. Also gives you plenty of time to react to other crap like Dandy Stepping or 6P. Slayer doesn't really have any godlike aerials that I'd be overly concerned about, so shrug.
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2S did not appear to hit P ball.
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Yeah, 2HS is hella good for beating certain things because of how its hitbox is active forever. I use it to beat Elphelt ABE, and it can prolly work just as well against Sol's divekick. Height might be a factor for follow-up combos tho? Particularly the IAD stuff.
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New Fino matches. https://youtu.be/tT_8-iUFBlI
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Thanks for the vids dude. Much appreciated.
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Prolly depends on which Stinger it is, and how meaty it hits. The S one is pretty slow, so I'd be surprised if it only had to be blitz'd once.