TittyFOFO
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Works if you skip the post-throw dash and just do one hit of 2HS.
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I've been messing around with oki using K ball, P ball. If you 5P the P ball before it's set, it'll pass right over the K ball without touching, allowing for warp shenanigans right on top of them with minimal interference. I'll have to try it out against people though.
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You can make a new thread whenever you want. I'm sure Dai won't mind as long as it's useful.
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The ball should hit immediately after the 5P, giving you time to IAD. If you're too close, they'll hit at the same time and the opponent will have time to tech. If you're too far, 5P will whiff.
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Sent a request to join yall's Facebook group. I'm in town for the holidays, so I wanna get some games in at some point.
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Doesn't work, even on counter hit. Now that Elphelt is out in the US, I tested those combos on here as well. The one I mentioned not working on Ram doesn't work on her either. After the IAD j.SHD, finish with 6HS xx KQV, 6P, ball hit, 6HS xx ball summon for them.
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For the first one, just start holding down at the beginning of your jump. You'll have it charged by the time you reach the ground. The second clip has the CR being charged during the initial dash. Just do 663. For double CRs, just start charging the 2nd one immediately after hitting 8S for the first one. It's a little harder to do quickly, but you'll get the hang of it.
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Ram, sorry. I'll edit the post.
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Standard midscreen throw combo doesn't work on Bedman. Works if you skip the post-throw dash and just do one hit of 2HS. Corner Throw, 5HS xx SQV, "5P, ball hit, IAD j.SHD, land, dash jump j.KSHD, land 6HS x ball summon" = 98 damage. Seems universal. Best to take a step backwards before the 5HS against characters with fat hitboxes, or the 5P and ball will hit at the same time and you won't have time to IAD. 5HS can be swapped with 6HS against most characters to net another 5 damage or so. j ball oki, low air dash j.s, j.D, land, 6HS xx SQV, "....." = 213 damage Doesn't work on Faust and Valentine IIRC. Skip the dash-jump portion for them. 5D, dash jump, j.SHD, land, 5Sc (1 hit) xx S Carcass, 5HS xx SQV, 5P, ball hit, IAD j.SHD, land, 6HS xx ball summon = 139 damage Against some characters with smaller hitboxes, 5P will be too far to reach. Just skip the carcass raid for them and you should be golden. All that said, you should pretty much always be looking to go to SQV in combos IMO. Damage, knockdown, and style points. Even good for corner carry!
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So, stuff: All three hits of 5S© will connect on Potemkin and Bedman while crouching. Hooray 5HS xx QV only works on crouchers, baring CH. Kinda sucks since you can only get all 3 hits of 5S© at point blank range against most characters, which is going to hurt our ability to standardize combos. You really have to pay attention to position and status of the other character when you land a mixup to be effective, outside of the corner anyway. Range on PQV seems to be slightly shorter than all the others. Holding the attack button to warp directly after a ball summon seems to leave Venom slightly higher than a manual warp. Prolly not enough to effect setups, but shrug.
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It's definitely doable. The charge attacks aren't essential to combos anymore, so as long as your ball formations, poking, oki, and combos are up to par, you'll be fine. Not to imply you'll never want to use the charge attacks, but he's not really built around them.
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[Xrd] News & (Theoretical) Gameplay Discussion
TittyFOFO replied to Shinjin's topic in Guilty Gear General
Thanks for all the info ES. -
Good catch. I went ahead and corrected the multiple hits part of S DHM.
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I haven't, but it the same combo starters that used to net me 200+ damage are now leading to like 180 for a lot more effort and less consistency IMO. Not a huge drop, I'd say it means you're gonna be doing at least one more mix-up per round which gives them one more opportunity to turn things around. The ability to tag people for stupid damage from AAs is also gone now, which is a staple for all the better characters. You're right about being able to crank guard bar for extra damage, but I don't factor that in really just because Venom (and a lot of other characters) has always been able to do that. I'll do some toolin' around later and see if I can get some real damage figures I guess.
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Playing on the Vita taught me one thing about Venom: you should prolly focus on your ball game and fundamentals if you wanna hang with the big boys in +R. New combos may be kinda pretty to look at, but they sure as hell don't do damage.
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[Xrd] News & (Theoretical) Gameplay Discussion
TittyFOFO replied to Shinjin's topic in Guilty Gear General
First thought was "oh wow, they managed to make Ky look even more gay." Sol's sword is new. Wonder what that's about. -
I dunno if this has been mentioned in this thread yet, but the shorter slide distance caused by Dub Curve can now allow for 1 rep of the DBC loop at midscreen. Mileage is gonna vary a lot based on hitcount, spacing, and the other character's hitbox size tho. Also, Tactics Arch formations are affected by the D button too. P~D gives you a straight line of lightning balls angling up at about a 40 degree angle. S~D is kinda funky looking and hard to describe. H~D is just like P~D, but it angles down instead. K~D gives you a cross formation. FB Carcass Raid will bounce until it hits something or runs out of stage. Kinda silly when fully charged, cuz it gives you a bouncing wall of death lol.
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So, the slide distance caused by a dubious curve is like half of what it used to be. I noticed that some of my oki setups involving HS DBC weren't working the same and I thought that maybe the ball positions were slightly different, but characters don't slide as far as they used to in AC+. Dunno if there are any real pros to this, as I liked using DBC to help drive people into the corner ;[
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You don't have a girlfriend. You drew that yourself and colored it with your blood.
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psn: titanFOFO Main: Venom Location: Chesapeake, VA
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Start your combos high when possible, as it gives you more room for dashes and bounces. Doesn't work well on all characters, so it's a matter of experience really. Yes, go for dashes between reps of all your loops. Even just a little bit of forward momentum can go a long way. Tension isn't needed for DBC loops when done as part of a juggle. As long as they were airborne when you landed the DBC and you're close enough and the combo counter isn't too high, you won't need to FRC. Hope that helps.
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Double half circles. I play pad all day, and they're a nightmare... Dude above me: Yes, you can airdash out of HCLs in #R (still need to be TK'd or JI'd afaik). Applications are different since there's no VCL tho. JI HCL is my preference since it's harder to mess up. There are times when you need to specifically do one or the other though, so learn to do both.
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I could be wrong, but I coulda swore Venom always had that ability. It just wasn't the most useful of shit in the world because of the slow speed of his projectiles. You'd have to do something like HS Stinger~FRC~Dark Angel to really make it work well, which would only even possibly be worth it if it guaranteed a kill.
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Thanks for the thread Dai. Tactics Arch has gotta be the most appropriately named move in the universe. Shit's gonna have tons of oki and reset potential if your ball game is up to par. Can't wait to see what people come up with. Old-school 6P takes me back to happier days. Gonna miss the damage you get off a 6P in AC, but oh well. None of this shit really matters tho, cuz I'm gonna play Justice anyway.