TittyFOFO
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Everything posted by TittyFOFO
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lol, how can you NOT improve execution in training mode...? btw, you need to record matches with me playing so the vids will be less awful
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If you do 6P, 5HS, j.HS, the P dive whiffs on Millia and ABA most of the time. It hits on Jam, but really low to the ground so it's hard to air-dash afterwards (but if you wanna combo, you can still FRC HCL and air-dash after that). Only bothered testing it on the girls and Buri.
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Just skip the j.S after 5HS. That, or maybe you can just wait a little bit for j.HS to knock them down a bit. I know for sure that the first suggestion works.
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Tell Justus to pick a fucking character and stick with them. By which I actually mean go back to playing Venom
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Gonna update the thread this weekend. Add info on old stuff like CR loops, maybe post new combos I steal from vids, general strategies, etc.
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Make it so I can hard delete multiple threads at the same time without the site exploding. Thanks.
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I'd say P ball or K ball, then 6P it. Should make a wall in front of you and prolly force them to air block it, after which you can just jump forward with j.P, j.S, whatever to drag them back down to the ground for more pressure. .....theoretically, anyway :8/:
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I bet you could IB 6HS and then Dub Curve the Slidehead on reaction at certain distances. Lower body invul on DC should protect you as long as Pot wasn't right in your face, and you might even score a free lightning ball. Seems a little safer than trying to just jump out and airdash punish IMO since Pot gets a random fuckton of upperbody invul during Slidehead from my experience (could just be error on my part, though). Either way, you're gonna wanna react to the Slidehead rather than just jumping randomly. That's how people get fucked up fighting Pot. Don't guess what he's gonna do afterwards any more than you have to, since Pots also like to do 6HS xx Flick at some distances. And yeah, Slayer j.HS is definitely one of the most high priority aerials in the game. If you don't 6P it just right you're gonna get CH for phat comboz, so it might be in your best interest to just block it.
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Guess I have to do Venom or some shit. PROS: + Nice variety of ranged pokes and attacks + Good pressure options in the corner with Stinger Aim and Carcass Ride trickery + Ball formations give him some of the best space controlling options in the game when used properly + 6P has more invul than it did in Slash, and the new gatling to 6HS increases damage potential and abare + 5S© now hits 3x even vs crouching characters, buying more charge time + 5HS stagger on normal hit leads to some goofy combos (dunno how easy they are to mash out of) + 2D is 2F faster than it's Slash version, giving Venom slightly better options for getting out of pressure + Dub Curve gives frame advantage on block again, leading to some stupid pressure options against characters with slow jumps. Can also be cancelled into other ball summons + Wallsplat from DAA is great for buying time for ball formations + FB Mad Struggle is pretty fast (14F) and leads to stupid combos anywhere on stage. Also offers big frame advantage on block + FB Double Head Morbid for damage and knockdown + FB Stinger/Carcass can be used to create stationary balls that can limit the opponent's mobility + New ability to move or use air attacks after Red Hail + Dark Angel is still probably the best super in the game + Weird hitbox makes Venom difficult for some characters to combo + Tricky options with Stinger/Carcass cancels CONS - Options for getting out of pressure/oki are still pretty shitty - Relatively slow tension gain - Relatively high execution demand for damaging combos - Attacks are somewhat lacking in priority (especially fucking 6HS....), and best pokes lose to a lot of characters' 6Ps - Damaging combos almost always require some sort of setup, which generally means you need to take early knockdowns and setup balls - Dub Curve only comboing off of 5HS normally is gay (again, might even be mashable) - 6P has less range than it's older version, so no more 6Ping Johnny's pokes for free anymore - S Carcass seems to offer less advantage, making it harder to combo after - Relearning ball formations sucks. A LOT Not gonna comment on match-ups since my local competition is pretty much non-existent.
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My bad Trippies, I thought I had already posted a sweep combo. But yeah, in the corner I normally do sweep, S Stinger, FRC, dash in, 6P, 6HS, Dub Curve into a loop. Does about 200 damage depending on how long you keep up the doobie loop, but I dunno all the ranges for it yet or if it works at midscreen.
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Yeah, I'm definitely not making a tutorial vid. Don't have the resources or the time. But if you want clips of any of the individual combos I've posted to see how they work or whatever, I can try to make that happen. They won't be high quality or anything since all I have to record is my digicam, but I dunno. Thought I'd put that out. I'll add the 6P,6HS, CR thing to the "guide" so noone asks anymore hopefully ;[ I normally just tech punish with airthrows into knockdown. I guess you can 6P into whatever if you're expecting a low neutral tech. HS Carcass Ride is good after aircombos in case they tech forward or try to tech and air-dash back in. That's about all I can think of, since Venom's game mostly revolves around taking knockdowns anyway.
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I don't think the stationary balls are a glitch, or at least not a console exclusive one. Pretty sure I've seen them used in Jap match vids.
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Alright, here's the deal. I don't really have much comp if any here in SC, so anything I say regarding match-ups is pretty much gonna be based on experience in past games and my general understanding of shit in AC. That said, take all this shit with a grain of salt. For Sol, how much you win is gonna be directly proportional to how well you bait VVs. How you go about it depends on how good the Sol is. If he doesn't IB->DP well, you just have to keep him in real blockstun. Solid CR loops (hella easy now that 5S© hits 3 times on nearly all crouching characters), S Stingers at a certain range, and HS Stinger FRCs. If he can IB->DP, S Carcass is pretty much out and so is 2 hit 2D. Should be okay if you cancel into Stingers as much as possible, or maybe DC after a blocked 5HS or 6HS. Shitty part of the match-up is that VV pretty much kills most oki. Sol can definitely VV j.K setups on reaction to seeing the move out, and we don't have j.S FRC anymore for silly baits. Best way to deal with it is slapping a meaty Dark Angel or charged S Carcass (from a distance) on him after a knockdown. He can try using Grand Viper to get under Angels, but you can jump that shit and fuck him up or just block and punish if he doesn't have bar. Other than that, best way to deal with VV is just not being near him. Be flexible in your gameplan, and don't be afraid to transition from pressure to keepaway. A solid ball game can box him out pretty well, and 6P is good against jump-ins again. Just watch for jump in, VV ;[ Guy above me: TK the warp and Venom will turn around. Also, don't bother trying to slashback Ky 5K since he'll just cancel it into other shit anyway. 6K maybe, since he has to link attacks after that.
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Don't really like the new 5S(f) for combos. Can't really tell if it's special cancellable or I'm just linking HCLs, but it's a pain in the ass IMO. Especially when dealing with the Sols.
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I dunno if you meant that HS Mad Struggle gives you a higher launch or something, but it's never been techable if you hit with the flipkick at the end. And for the record, I haven't posted many super basic combos because this isn't really the thread for people that are new to Venom. Not to be a dick or anything, but those that don't understand Stinger or CR loops should go check out C-GOD's old thread for fundamentals. A lot has changed due to new ball formations and whatnot, but it's still a good resource. Also, I'm trying to avoid repetitive combos and strats a little. At this point, you can all prolly guess that just about any launch can lead to a 6P, 6HS, CR or a 3 ball setup (or Dub Curve loop in the corner). The shit I'm looking for right now are unique combos/setups like the throw into warp thing Axel posted.
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You need to start charging as soon as you input the 6HS, before it even comes out. Then hit up and slash somewhere around the middle of the 6HS animation. It's kinda tricky, but you kinda get used to it eventually.
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MISC Doing 6p, 6HS, S Carcass: You need to start charging as soon as you input the 6HS, before it even comes out. Then hit up and slash somewhere around the middle of the 6HS animation. It's kinda tricky, but you kinda get used to it eventually. Not really much else to be said, so just go practice bitches.
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GENERAL STRATEGERY First off, lemme say that you should pretty much always be charging. It's a bit awkward at first, but having a Stinger or Carcass ready to go greatly increases your offensive options at any given moment. On a related note, do most of your charging with [1] so you can use either a Stinger OR a Carcass depending on the situation. 2S is a great move to start the round with, especially against poke happy characters. It beats just about any ground based normal at the start, and recovers fast enough for you to still be able to AA most jump-ins if it whiffs. Only problem is that the move hits pretty low, so you gotta watch for shit like Bandit Revolvers, Greed Sever, Jam IAD fire kick, and Chipp's 6K. Also be careful against Testament and Axl since the have counter that can fuck you up (Venom can't cancel 2S into anything fast enough to get away from Warrant as far as I know). On hit or block, I like to get my offense going by doing the following: 2S, S Stinger, dash in, 5S(f), ball summon, or 2S, S Carcass, IAD j.K, j.S, j.HS, whatever If you're expecting some kinda IAD attempt, you can wait and do 2HS xx S Carcass, then combo afterwards. If they like to backdash at the start of the round a lot, 5S(f) xx HS Stinger works pretty well. Aside from those situations, I'll normally either jump forward with j.P and come down with j.K/S, or IAD back with j.D if I wanna just run away.
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THE SETUPS CORNER throw (away from corner), 2 hit 5S©, 5S(f), HS ball, K ball. Dash jump, j.K (hits top ball), airdash backwards, j.S (cross-up) OR whiff j.P, land, throw The other option is just landing with 2K, which leads to some goofy options such as [2K, 2 hit 5S©, 5HS, warp, j.S, land, combo]. Obviously they can mash out of the 5HS stagger, but it's still a kinda cool combo. CORNER throw, 6P, 6HS, D ball, 6HS, K ball, HS ball. dash jump, j.HS ( hits top 2 balls), land, 2 hit 2D, S Carcass, 6P, 6HS, S Carcass, dash in, 6HS, 623+HS/D OR throw, 6P, 6HS, D ball, 6HS, K ball, HS ball. dash jump, j.HS ( hits top 2 balls), low air-dash, j.S, j.HS, land, 1 hit 5S©, S Carcass, 5HS, wait, 5S(f), HS Stinger, FRC~dash in, 2 hit 5S©, 5HS, K Dub Curve The 2 hit 2D thing can get kinda character specific. Right now I know it works on Ky and Eddie at least. MIDSCREEN throw, 1 hit 5S©, HS Ball, 2hit 5S©, JC, j.HS, K ball, land, [2P, 2S, S Dub Curve, 5S(f), S Stinger, dash jump, j.S], same mix-up as above Works pretty similar to the above, but the blockstring before the mix-up makes it so that they eat a lot more damage due to the guard bar. Combos are gonna be a bit different since you don't have the idle ball, though.
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COMBOZ Just for a heads up, when I say "midscreen", that means I tested it from the starting position. That said, many of those combos will carry the opponent to the wall for more stuff, meaning some of them can't be done in the same way from other distances. Try things out for yourself, or just use your judgement. Also, all combos involving corner throws assume that you're throwing the opponent into the corner unless it specifies otherwise. MIDSCREEN throw, 2 hit 5S©, wait, TK HS Mad Struggle Pretty old school. You gotta be quick with the 5S so it hits them while they're still in the ball. CORNER OR MIDSCREEN throw, dash in, 6P, 6HS, P/S/D ball, 6HS, ball summon, ball summon Gotta use either P, S, or D for the first ball you summon so the 6HS will whiff it (as long as you cancel the 6HS into something else). What balls you summon will depend on what kinda setup you're going for, obviously. MIDSCREEN throw, dash in, 6P, 6HS, Dark Angel, wait, HS Stinger, follow SURVIVAL MODE CHAMPION MIDSCREEN throw, dash in, 6P, 6HS, P ball, dash in, 6P, 6HS, 623+HS/D 2nd 6P slaps the ball to make it bounce off the ground, then the 6HS slaps it forward if you do it right. Kinda cool. MIDSCREEN throw, dash in, 6P, 6HS, S Carcass, IAD, j.S, j.HS, j.D, land, 1 hit 5S©, JC, j.HS, ball summon Kinda hard. Try to hit the j.D a little before they reach the wall, or you'll get a far slash instead of close slash. MIDSCREEN throw, dash in, 6P, 6HS, S Carcass, dash in, 6HS, Dub Curve I like K Doobie at the end for setupz, but it's on you. CORNER throw, jump, wait, j.S, j.HS, j.D, land, 6P, 6HS, Dub Curve Hella simple, yet effective. Getting the air-string is kinda awkward at first though, since you have to do the j.S at pretty much the last second. CORNER throw, 6P, 6HS, S Carcass, dash in, 6P, 6HS, S Carcass, dash jump, j.S, j.P, j.S, JC, j.P, j.S, j.D Yeah. CORNER throw, [s Dub Curve, 2S]xN, Dub Curve Props to G.Blood. I've gotten up to like 5 or 6 reps on Johnny. If you keep if up too long, they'll be able to tech the slide. WHEREVER 5D, [8], j.D, j.D, j.D, j.S, j.P, j.S, j.P, j.S, j.P, j.S, JC, j.S, j.HS, j.D When you feel like being a jerk. WHEREVER 5D, jump, j.HS, j.HS, HS Mad Struggle Classic. Can be combo'd after depending on positioning, but at the very least you get time to set up balls. Easiest in the corner, especially on female characters. MIDSCREEN 5D, jump, FD, j.HS, j.D, land, 6P, 6HS, S Carcass, dash in, 6HS, S Dub Curve, 2S, Dub Curve MIDSCREEN 5D, jump, FD, j.HS, j.D, land, 6HS, P ball, 6P, 6HS, S Carcass, dash in, 6HS, P ball, 5S(f), HS DHM MIDSCREEN 5D, jump, FD, j.HS, j.D, land, 6P, 6HS, S Carcass, dash in, 6HS, P ball, 6HS, warp, wait, j.HS, land, 6HS, P ball, 5S(f), FB DHM THAT'S WHAT WE LIKE TO CALL "BIG DAMAGE"~! CORNER dash in, TK S Mad Struggle, land, 1 hit 5S©, S Carcass, 1 hit 2HS, HS Stinger, FRC~dash in, 2 hit 5S©, 1 hit 2HS, S Carcass, 2K, 2D, ball summon Basic. At the end you can prolly do 5HS xx Dub Curve, but the timing seems a lot tighter in AC than before. MIDSCREEN dash in, 6HS, HS Dub Curve, FRC, dash jump, j.HS (hits lightning ball), land, 6HS, P ball, 6HS, warp, j.HS (hits P ball), land, 6HS, P ball, 5S(f) (hits P ball), HS DHM Stolen from "Requiem". Does about 230 damage, but the only characters it really seems to work well on are Faust, Johnny, and Axl because of their long hitboxes while sliding.
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Ball Formations
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I guess I have to do my job sooner or later. NORMALS 5P/2P - Most used to tap ball formations so they move hella slow. Also pretty good for tickthrows and forcing the kinda spacing you need for some setups. 6P - New animation. Not as deisel of an AA as the shit he had in XX or #R, but pretty damn good. New gatling to 6HS was added. 2K - Fast low, decent poke overall. I personally prefer 2D for my mix-ups in most cases since 2K prorates a lot, but this is definitely the better option if you're looking for speed and better pressure options. Great for ticks. 5S© - Hits up to three times, with the final hit launching for an air combo. This move is absolutely essential to Venom's combos and pressure game, so learn to charge effectively during it's animation. Been changed from older versions so that all 3 hits will now connect on hit or block, except vs Zappa. 5S(f) - Quick poke with tons of range. Good for bridging gaps in combos or putting distance between you and the opponent. Use it. 2S - Another good poke. Not as much reach as 5S(f), but good for interrupting strings since it hits kinda low (a lot of characters can 6P Venom's far slash). Also nice since you can canel into CR easily (doesn't combo, though...), which is kinda tricky with 5S(f). 5HS - Not much of a poke, but it packs a punch. 10F start-up, so I suppose it's pretty good for frame-traps. Doesn't gatling into anything which kinda sucks, but oh well. Now staggers on normal hit, and it's the only ground normal Venom can use to combo into Dub Curve now ;[ 6HS - Funky move. Kinda good as pre-emptive AA since Venom will swat them out of the sky if your spacing is right, but if they're too close it'll whiff and it has essentially NO PRIORITY ;[. Much better now that 6P gatlings into it. The new ground bounce also allows for some hot combos. 2HS - Another weird move. Not really particularly good except buying more charge time since it hits 2x. I've seen it used as AA sometimes, but O don't really know why. Maybe I'm missing something. 5D - Not all that awesome, but okay to stick out every now and then since most americans can't block. Just don't expect to get much damage from it. 2D - Beefed up a bit from Slash. 6F of startup now, hitbox is less fucked up (horizontally at least). Also tweaked a bit to hit 2x more consistently. j.P - Definitely Venom's best air-to-air. Aside from hitting balls and combo filler, that's pretty much all I use it for. j.K - Great angle for jump-ins, and it's pretty quick. j.S - Awesome move. Great in combos (gatlings to almost all of Venom's other normals) and cross-ups. Fuzzy guard mix-up potential too. j.HS - Can give knockdown in air combos if used low enough to the ground. j.D - I see a lot of Japanese players fishing for counter hits against airborne foes with it, but I haven't dabbled with it much. SPECIALS Stinger Aim - [4],6+S/HS (FRCable) - Used to be a really good combo move, but the FRC is much later in Slash than it was in #R and Venom doesn't need it so much anyway now that he has tensionless combos. Still good for maintaining pressure though, and it can be used to fill combo gaps. You also have the option of charging the shot for some funky mindgames or combos. Carcass Ride - [2],8+S/HS - Alright, this move is absolutely essential to good Venom play. S version is great for combos, pressure, and ball tricks, while the HS one is mostly used for AA. How well you can utilize it is directly proportional to how much you will win. No joke. Even better now is that you can charge it, which is fucking awesome for oki. Double Head Morbid - 623+S/HS - Pretty good move. S version has pretty good priority (no invul, though...) and is safe on block. HS version should only be used for damaging combos or against retards that can't beat fullscreen Dark Angel->DHM stratz. Warp - 623+K - I dunno why, but it has foot invul. Good in some advanced oki set-ups and for baiting bursts. Mix-up potential too when used with... Ball Summon - 214+P/K/S/HS/D (air or ground) - The meat and potatoes of Venom's game. Good ball manipulation can win matches all by itself occasionally, which is what makes Venom such a pain in the ass for some characters. I'm not going to go into much detail right now, but the potential is nearly limitless. Dubious Curve - 421+P/K/S/HS/D - Dunno how to feel about the changes to this yet. Gives ground slide now (AKA no tensionless combos outside of corner) and can be cancelled into ball summons on block, but you can only combo into it with 5HS and juggles ;[ Mad Struggle - 236+S/HS(air) - GREAT pressure tool and it has some usefulness in mix-ups (TK the S version for an "instant" overhead @w@). HS version is used in some fancy-pants combos. FORCE BREAKS Stinger Aim - [4],6+D (FRCable) - Uhhh.....don't know what this shit is for. It's faster than the HS one, but that's about it. There's a weird little trick where you can make the shot stationary by having it collide with other balls, but meh. Carcass Ride - [2],8+D - More useful than the FB Stinger because of it's quirky angle and how long it stays on screen, but yeah..... Double Head Morbid - 623+D - Yay, a useful FB. Does a bit more damage that HS version, and guarantees knockdown. Not something to spam, but good when you need it. Mad Struggle - 236+D (air) - Hot damn. 14F of start-up, and a fat fucking launch on hit. The go into a pretty long stun on block, meaning you don't lose pressure if you air-dash back in. VERY NICE. SUPERS Dark Angel - 2141236+S - Sped up from #R, so now they can't FD an little and get away for free. Less coverage too, but that problem seems pretty minimal IMO. Red Hail - 236236+HS(air) - use it in combos when the opponent is about to die. That's about it. I think you can air-dash and shit after it now, so it's at least a little better.
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N-otoko is too fucking good. I'm jacking as many of those ball formations as possible this weekend.....
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lol, serious VS player. Good one. I played Fishman back when I thought I cared.
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^^ I could be wrong, but I think the problem is that when you're IADing out of a ground string, you have to take the jump animation AND the actual air-dash animation into consideration. You can't really attack immediately during an air-dash AFAIK (I'm not big on system info, so I could be wrong), so that small hole is prolly what's leaving your opponent with enough time to tech. So yeah, I guess you can call it slower. Alright, now I have a question. Are option selects still in the game to a useful extent, and if so how do they work or what are some applications? I'm looking for ways to up my game a bit, and I'm realizing how little I know about the system in Slash compared to #R.....