TittyFOFO
Moderators-
Posts
228 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by TittyFOFO
-
Alright, a couple things from me: As far as corner pressure not working on OS goes, I'm gonna say you're way off. I mean, any character can IB and 1F jump out, but there's a reason you don't see people doing that shit against the good Venoms in vids. A smart player will mix up his pressure options, and Venom has too many of them for you to just assume there's only one way he'll go about pinning you down. Also, j.HS cannot punish a whiffed 2S out of 2S, S ball pressure. The Venom will alsway have time to block. As far as SV goes, it's really not even that good of a DP to begin with. 12F startup at lvl1, 10F at lvl2? Get the fuck out of here. Moreover, if you whiff that shit or it gets baited (and trust me, I've been baiting DPs ever since XX), OS is going to get fucked in the mouth. Block, walk forward, 1hit 5S©, 6P, 6HS,->oh noes. Not enough time for you to AC and FRC. I mean, the fact that he has a DP means the Venom might have to proceed a little differently, but it's really not that awesome of an idea. As far as ground control goes, OS will be more dominant up close and of course Venom will have more control from afar. But honestly, what makes it hard for Venom up close isn't the ground attacks. OS can't really do much once you get him outside of sweep distance (pointed out to me by Destin). He has to use either RI or jumping to get back in, and who cares really. The problem is that j.HS stomps the shit out of every move Venom has. Regardless of when you time your AA attempt, the best you can really hope for is a trade (definitely not in your favor). Once the Venom player realizes this, HOS can pretty much jump in for free or effectively do whatever else he wants, so you have to keep him out of that range or under pressure. That is by far my biggest hiccup as far as trying to figure out this matchup goes. Air-throwing can work, but it's not really worth the risk of getting CH IMO. Better to try and get enough room to run away and put some distance between you. As far as those vids go, all that told me is don't open with S Carcass, which is a big "NO SHIT" IMO. 6P will beat all jump in attempts at the start of a match, and 2S beats his ground normals AFAIK (also recovers fast enough that the jump-ins won't be able to punish it, as pointed out earlier).
-
Not to call you out or anything, but I wanna clear up some misconceptions: Venom 5S(f) loses to Slayer's 6P. Definitely not something you wanna be CH by (although it'll only be a CH if he does his attack first). 2S loses to Slayer 2HS due to the weird foot invul when he stomps. You won't be CH normally, but you still might be in BBU range. Use with care. 2D will not dodge or even necessarily beat Pilebunker or Crosswise out of a Dandy Step. I dunno why, but the frame data says Pilebunker has a whopping 3F of startup once Dandy has started. 2D is 6F for comparison, and the fact that 2D isn't even actively hitting the whole time it's out doesn't help much either. When I play this match-up, I just kinda zone him with projectiles until I can get some kind of momentum going and start some real pressure. Slayer's movement is kinda limited since he can't run, so there's not a ton he can do about the basic K ball->P ball, 5P shit until he has some bar. Otherwise he has to take to the air eventually, and your 6P will beat j.HS as long as the angle is decent. If not, run back under him and hit the ball he jumped over back at him, then continue zoning. Once you get your offense going, it seems like BDC sucks now for getting out of Venom's shit IMO. You almost get to fight him like a normal character Problem with this fight is that it sucks dick when he's on top of you because CH anything means you're gonna get raped (should be tons of motivation to not hit buttons much), and if he has bar BBU will make things gay even if you're on the offensive. Also, I think DoT can fullscreen punish shit like ball summons if the Slayer is on top of his game o_O AKA "NOW THAT'S WHAT I LIKE TO CALL BIG DAMAGE".
-
The more I thought about it, the more unnecessary it seemed for the level of activity of this forum. Plus I prefer to just look at one thread to see what problems people are having with match-ups instead of digging though 20. But whatever, we'll see what happens. Btw, 2HS also beats cross-up firekick, but it has to be done kinda early (like as soon as you realize Jam is on the other side of you).
-
Some things regarding Jam match-up: - Her 6P will beat your 5S(f) at anything shy of max range (even when you hit the button first). FACT. Use with caution. - Your 2S will beat all of her ground normals AFAIK (maybe not 2P depending on spacing, but you shouldn't mash 2S that close anyway), or at worst trade with shit like her 5K and just reset positioning. 2S also avoids most IAD shit if your spacing is decent since Venom is relatively short while crouching, and it recovers fast enough that she can't IAD firekick you either. You have enough time to block, and if you IB it you can potentially punish (timing is hella tight though) or at least get your offense going. Biggest threat is random FB puffballs, I guess - 2HS >>>>> IAD firekick (not sure about the goofy cross-up one). AA CH 2HS, K ball, dash in 6P, 6HS, DC. If it's at the start of the round it's pretty easy to react to, and you can charge a CR for more silly shit. Just make sure you don't do it too early, since the move hits deceptively late. Venom actually has some good shit against her, but she just does so much more damage than you can for no good reason. Even when you do score knockdowns, she has parries and a DP that make it kinda hard to get some decent oki going without a lightning ball. Having to be paranoid of random FB puffballs once she gets bar is pretty lame too =/
-
Also..... QFT. If he ever wants my job, he's more than qualified for the position and I'd have no problem turning it over. But the general lack of activity here is the main reason I don't post much either.
-
LOL, no I'm not. Been having a really hard time getting back into GG honestly (my PS2 lagging on my TV isn't helping), but I'll try to do better. I think my reasoning for not doing a match-up thread was that I don't have much regular comp thus limiting my AC match-up knowledge, and that situation hasn't really changed So what, you guys want a new thread or something? I don't really mind doing it, but you know yall can make threads too, rite? There's really no need to wait around on me =x
-
Obviously it's not much of a serious match if you've decided that DI is the best way to dodge something (RC VV is pretty much always a better option), but I've used DI invincibility to avoid all sorts of silly shit in matches, including Zappa's super as shown in the vid posted earlier. Also, mid-combo DI activations are hotasfuck, even if there are better tension uses.
-
XAQ vs Blacksnake match looks more like a combo vid. Sick shit, dudes.
-
Dicking around with Konoha and Lang-gong in training mode: Corner vs Kamui: dash in, 2A, 2B, 2C, 623+B, HC6, 5B, IAD, j.B, land, 6B, JC, j.A, j.B, JC, dj.B, dj.C, 236+S, air dash, j.B, j.2C, 360+C Dunno how practical it is, but it looks hella sexy. Does just shy of 9000 damage (8964, I think). I don't really play this game, so if it's old and/or lame, you'll have to forgive me
-
Yeah, I'm really just nowhere near the opponent when I do that combo in most cases. How do you stay close enough to finish with DC?
-
I wanted to add my name to that list, but you kept ducking me back in TX on some "I don't have a car" BS
-
Watching Flash burst BBU on hit and lose 60+% of his life for it was 10x funnier. People can focus on that random-ass super all they want, but it damn sure isn't the only reason Boss Slayer won that match But goddamn Boss Slayer, end your combos occasionally! No more relaunch times infinity
-
Venom 6P is superior.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Good shit, Dorken. Whiff IK ftl
-
That's because landing CH throws would require someone actually picking Johnny in the first place, and noone is dumb enough to do that.
-
More like Canada suxx That, and Edwardo is broken.
-
It's too bad none of the matches from this weekend got recorded. Then the world could've witnessed my shitty Slayer and how awful my Venom is vs Slayer
-
I'll give it a shot. I was thinking of posting some of that stuff anyway. Start of round options: - backdash if I think they'll jump in, so Ix can 6P that shit - 2S, S Stinger if I think they'll poke, then dash in with 5S(f) xx ball summon - 6P, 6HS, ball summon if it's Pot, or a Johnny I think will TK Ensenga - 5S(f), HS Stinger if I think they'll backdash - block, ummmm.........NEVER Ball pressure: My ball pressure is pretty shitty too, outside of oki. For runaway, I use K ball, P ball, 5P OR HS ball, K ball, P ball OR just P ball or K ball. If I land a combo at midscreen, I'll end with HS Dub Curve, then dashjump with j.HS and mixup between airdash, j.S, j.HS OR land, 2 hit 2D, S Stinger, FRC~dash, 6P, 6HS, whatever. Really good for carrying characters to the corner. For corner combos, I'll do K Dub Curve, P ball, then dash j.K into the same mixups. Can't think of anything else special I do. Corner pressure strings: dash in, 2K, 5S©, S Dub Curve, 2S, S Dub Curve, 2S, S Carcass, dash in, 2 hit 5S©, 5HS, S Stinger, 5S(f), HS Stinger, FRC~dash in, whatever. I'll do stuff like that depending on how much bar they have or how they try to FD, and other shit like how good they are at IBing or if it's a DP character. CHOMBOZ: First off, I don't spend tension on things started with 2K unless I think I can kill with it. I'll just combo to Dub Curve or sweep xx Kball, depending on the character (sweep if they have a DP so I can cross them up). With that out of the way, here are the corner combos I use (all done on Ky): ground combo to 5HS, K Dub Curve, P ball. dash jump, j.K (hits top ball), land, 2 hit 2D, S Carcass, FRC~dash, 6P, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, j.HS, D ball (202 dmg) ground combo to 5HS, K Dub Curve, P ball. dash jump, j.K ( hits top ball), low air-dash, j.S, j.HS, land, 1 hit 5S©, S Carcass, 5HS (hits ball), wait, 5S(f), HS Stinger, FRC~dash in, 2K, 2 hit 5S©, 5HS, K Dub Curve (203 dmg) j.236+D, and, 6p, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, 6HS, P ball, 5S(f), HS DHM (225 dmg) [throw (out of corner), 2 hit 5S©, 5S(f), HS ball, K ball. Dash jump, j.K (hits top ball)], airdash backwards, j.S (cross-up) OR airdash backwards, whiff j.P, land, throw OR land, 2K, combo throw (into corner), 6P, 6HS, S carcass, dash in, 6HS, P ball, 6HS, k ball, HS ball throw (midscreen), dash in, 6P, 6HS, P ball, 6HS, k ball, HS ball I'll add more stuff later.
-
HS Stinger FRC pressure is prolly the safest, actually. If anything, DC pressure would be much easier to SB or IB, but I don't know what that really means in terms of frame advantage if you're gonna FRC it anyway (I think that shit leaves you at like +25 on block ) . Generally speaking though, you don't need to FRC DCs for pressure since not many players are that comfortable with SBs in tourney scenarios, and IB doesn't take away enough of the blockstun for them to really be able to do anything about it aside from jumping. 2D will prolly beat out any ground pokes. I use non-FRC'd DC pressure on people all the time, and it's not that easy to get out of. Plus most people aren't used to fighting Venom, so I doubt they'll really understand what's going on.
-
CORNER vs Testament: 5D, TK HCL, VCL, VCL, 5S©, VCL, 5S©, JC, j.S, j.HS, P dive, air-dash, j.S, j.HS, land, 5S©, VCL (194 dmg) This is why I'm HAWT.
-
The input is 6321466+K.
-
Prolly. He can go through all of the other Zappa super.
-
Uhhhh.....you just hold D when you do the FB and hit another attack button. Should be cancellable as soon as the startup animation has finished.
-
TK the last HCL to add the JI, since 5K is jump-cancellable. Same as above. TK the HCL. New FB is relatively shitty IMO. I'd say save your tension for FRCs. K dive gives knockdown, while S dive doesn't. You can combo after S dives with a little timing. Don't think you need to, really. When people do SJ combos, they usually try to connect with a P dive to extend combos. I can't see any reason to JI it. NO PROBLEM.