TittyFOFO
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Air Bridal Express loses to 2HS pretty easily, unless she's more directly above you (in which case you should dash under her and do 6P,6HS). Depending on spacing, you could potentially do something like: CH 2HS, K ball, micro dash 6P, bh, 6HS, whatever That works at midscreen, and in the corner you can get stuff for up to 200 dmg or so. Blitz shield is another option, but you might be better off saving the meter for DAA or YRC Stinger. Biggest problem here is grenades IMO. They give her a pretty easy way in since they eat balls AND leave a hazard on the stage with a deceptively large hitbox when exploding. In a lot of cases, you won't even be able to punish her stupid shit effectively due to fear of getting blown up. Once she's in, you get to deal with shotgun stupidity.
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6P seems super good for opening rounds. Watch out for that stupid idle animation, since it'll whiff while he's laying down..... Seems like an easy match up. Bedman has to do risky stuff to get in once you get some ball formations going, which is easy here due to his size and awkward movement. He has a hard time dealing with Venom pressure for the same reasons. Apparently Venom can jump out of Bedman tornado loop pressure, but I wouldn't know because I've honestly never been pressured by a Bedman for long lol
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It's not like that. You recover fast enough from the j.k to be able to block the DP, but you still have to bait it like any other DP.
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This shit sucks balls. It's as if Chipp was made to just beat Venom mercilessly. I'll try implementing YRC f.S into my game though. I think the best bet at the start of a round is to just back off. Chipp's 5K stuff our 2S, and the best answer I could find was S Carcass. But obviously if he does anything else (like teleport), you're gonna get fucked. Is there a way to tell which side he's going to during the walk cling mixups in the corner when he does falling j.HS?
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Xrd FT10/15/20 Online Sets - Learn Matchups!
TittyFOFO replied to Rasec's topic in Guilty Gear Online Play
TitanFOFO for VA Venom. -
How does it do against backdash busters?
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Whether or not Venom can zone effectively with projectiles depends entirely on the match up. If you're using balls strictly to establish rushdown, you're probably doing it wrong. They're a great source of random damage and chip, and there are some basic formations that are incredibly annoying to deal with for most of the cast.
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Maybe it's to help with using it for AA purposes. I've had a hard time beating out Chipp's aerials immediately after a high teleport.
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So um, Ram's instant j.2D blows up Venom 2S at the beginning of a round. This is easily countered with 6P, but that gets blown up by her 2S.
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Oh, my bad. I thought that when she first places a sword, it would always be the vertical or horizontal slash vice the arcing slashes. I'm not exactly a Ram player, and that was what I thought from training mode. And yeah, running past the sword is prolly a bad idea. I'd say jump or backdash are the best options. And teleport is a great option for this fight, as long as you don't get predictable. Even just the threat of teleport should be enough to get good players to slow their roll.
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Difference between our zoning and her's is flexibility. Swords always do the same thing during the initial placing, making them fairly easy to avoid to some extent. We have a large number of applications for any one ball, which is pretty huge in this match-up. It's also not like she has the option of just sitting on the other side of the screen spamming swords. As long as you stay active while zoning, swords should be that hard to deal with.
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Eh, I don't think this is all that bad. Swords aren't really all that scary once you figure out what they do, unless you're in the corner or it's behind you and you can't see it lol. Easily avoided for the most part with teleports and general movement, or interrupted with fast ball zoning (stick to one ball, unless you already gave her a good reason to stop doing stuff). Obviously if she summons a sword at the same time you set a ball, don't feel like you have to hit it immediately. Stinger feels really good in this fight, particularly when YRC'd to get you in. 6P seems to destroy Ram at neutral, due to her goofy ass hitbox and lack of good low pokes. Your other pokes work well too, but might as well lead with the one with upper body invul lol. Also chains to 6HS for knockdown combo on CH or free ball summon on block. The assessment of her j.HS with a sword seems pretty accurate, but it doesn't seem all that threatening unless she's above you by a good bit (like max range of the sword). If she's above you like that, maybe try dashing under to fuck with sword inputs or otherwise just not get stabbed in the face. She converts random hits for damage better than Venom, but I feel like we should get a lot more random hits that potentially give more ball summons or knockdowns for oki. She can totally ruin your life with oki once she gets going, but the same can be said for 70% of the cast IMO, Venom included lol. No way in hell this is a worse matchup than Zato IMO.
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Summoning 3 balls after a knockdown often put you in a position where the opponent could get out of pressure for free. 2 balls is normally sufficient for oki with good protection. Need more 5Sf,2S, especially against Pot. Great string for breaking Hammerfall armor. 6P to whatever works well too. You and I both need to work on option selecting throws with 6S+HS lol. Carcass Ride is normally better in block strings than Stinger is. Use it more in the corner. Online matches are a little harder to critique, since lag creates a lot of situations where I can't be sure what you intended to do. But anyway, I hope that helps some.
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Is the 6P hitting before the ball in both cases? That could be the cause.
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http://monoker0s.imgur.com/
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Both good options. You could also try super jumping with j.D to fish for a hit.
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So, I started looking for follow ups to 2S, HS Stinger RRC since its one of our better poke options when there's a little space. Midscreen: Dash in, 1 hit 2D xx S Carcass, quick dash 1 hit 5Sc, JC, j.KSHD, land, 6HS xx ball summon (150 damage on Ky) This is pretty character specific. Girls don't seem to like it, or the fatties. Fortunately, you can just do 3 hit 5Sc on the fat guys. Also doesn't work on Venom and Zato, cuz they're gay. Corner: Dash in, 5D, dash jump j.SHD, land, 1 hit 5Sc xx S Carcass, dash in 1 hit 5Sc, 5HS xx QV (173 damage on Ky) Most of the other characters can be hit with SQV IAD combos if you got it like that. Any ideas? It'd be nice to have semi-universal combos that do decent damage and give knockdown, if you guys can think of anything. If it works on standing AND crouching characters, even better.
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You can get the IAD stuff to work, depending on what height they were at when the ball hits (the lower, the better).
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Ah, my bad. Didn't know you meant in the corner specifically. I'm probably not going to be doing the SQV IAD combos at midscreen often, if ever. Too much work for my tastes.
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2HS is pretty good against IADs that aren't covered by a projectile. If you have a charge, CH 2HS (1 hit) S Carcass will net big damage. If they're high above you, use the 3rd hit of 5Sc. Beats anything when timed right. Cancel 6P into 6HS if you aren't in range for 5Sc. Guaranteed on CH, and people miss the tech a lot anyway. Venom definitely has the tools to cover pretty much any AA situation, even if 6P isn't totally retarded.
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That last bit isn't quite true I think. It's just a matter of spacing. You need to be far enough away after SQV hits that 5P will still connect, but the ball won't hit at the same time. I've definitely done IAD stuff afterwards though. That was directed at Justice. Being on my phone is so slow lol.
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Space controlling is also amazingly easy now with j.D ball strikes and S ball-> HS ball formation. But yeah, I'm sure it had more to do with the actual players, and other characters generally being worse.
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Try to slow down your IAD timing a bit for floaty characters. Give him time to get a little higher off the ground.
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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.
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Utilize all of your options. Easy as dust may be to see hypothetically, it will still work occasionally and damage is damage at the end of the day. TK mad struggle is the better overhead, but it also can't be applied at the same ranges as dust and gives very little damage potential without meter at midscreen.