ky0n01
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Maan its sad to see 6p, 6h gone T_T. I wish 6H is fast enough to become his best AA so i could link it to combos aw yeah
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If you want to charge early as possible you have to press HS and hold 3 at almost at the same time or simultaneously
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Hmm IMO 2K is still the best move to anticipate fuujin in neutral situations. Its fast, safe to whiff. Other moves like 2S, 5K are good moves to anticipate fuujin but its slow recovery will cost you a lot of momentum. http://www.youtube.com/watch?v=lngXxaFmUT4
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The easiest way to beat fuujin is to hit a low attack (2K) after you see the water splash around Anji. Regardless of how close he is fuujin will lose. CR can also beat fuujin. IIRC you can throw fuujin while its in invincibility state. Anji's jD air game will mess up your AA timing so its best to avoid a jumping Anji unless you have balls near you that will fly into Anji once you use an AA (6P or c5S). I use ball seisei P,S / H,K as my best anti-air. Corner pressure To punish fuujin you have to stay away from its invincible frames. Most Anjis will fuujin when they see an opening/pause to your pressure so be sure to anticipate it with lows. IIRC carcass raid pressure is the best corner pressure against anji because Fuujin will always get hit by 2K (but sometimes if you 2k too early you'll get hit). 2S pressure loop is also a good tool to bait fuujin and teleport. Just remember to use lows to counter fuujin and you'll be alright. And like ajincris said ball teleport to avoid the corner. You don't want to deal with Anji's pressure game. Anji's corner pressure You can't do anything unless he decided to Fuujin after butterfly. IBing the first hit of butterfly followed by 2K to punish fuujin. But if he use 2k,2p,5k you will always get hit so I guess FD/DAA/Burst is your best way out so conserve your tension if you don't want to deal with his pressure. Anji's mixup Just play a lot of Anji matchup to get used to his mixup. Or use training mode to record mixups and moves you are not familiar with. Kai-P(used a lot for midscreen pressure, butterfly crossups), Kai-K(air-throwable), tk shin(impossible to block on reaction), 3P(overhead). -Rin and Rin FB is low punishable -Kou can't be punished, so stay away from its range -Sou can be punished by any move after the hop. -Nagiha punishable if they didn't use frc -IB buttefly then back dash (midscreen) -3P overhead -Shin fast overhead Zoning Just keep on spamming balls until he's driven into the corner. But you should remember to avoid getting cornered too. Zoning Balls -K,P -K,S -H,K,P -K,S,P -K,S,2P,SA cancel -K,S, 2P, dash, Summon (any ball can do as long it hits the other balls) Anti-air balls (AA balls that will add more pressure when you hit them with your AA) -K -H,K -P,S -K,S -K,P,S Corner Mixup balls -H,K -K,S -P,K
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Venoms favor? No way, Ko1 said match up against venom is 9:1 and for N-otoko 4.5:5.5
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@Kryss Maybe you should use training mode a bit more. Record the setups they usually do and find a way to escape it.
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I always dc loop baiken though.
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No it doesn't have to. Not sure but I do FRC the first DC. I think there's a frc less dc loop that I've watched sometime ago.
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oh right i forgot to say this, use 6H if he pushed you back after your pressure. and if he blocked it do ball summon. IB his 6H and SB/IB air Axl bomber. you can punish him after IB 6H. And if i can remember it correctly Axl will still be in frame advantage even if you IB his bomber. edit: axl bomber can be 6P'd
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Use this pressure strings: 1. 5S(3hits) 2. carcass raid loop 3. 2S loop 4. 5P> tk mad struggle 5. [any one string that connects with 2D], 2D, dubious curve S, carcass Raid H don't forget to use 6H if you know he's gonna jump.
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whose blockstring? venom or axl?
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Oh stinger aim S is just as good as using P ball to disable his pokes btw edit: oops i've mentioned this already didn't i? lol
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Stay away from his range so you can summon safely. I do a lot of back dashes at the start of the match finding a safe zone to summon. <K>S ball, stinger aim cancel, 2P combination> is pretty sweet, it summons 3 balls at once ( stops axl from normal poking, 46S and jump slashing ) After you push all the balls, you should have already summoned another ball as 46S will eat your ground ball so basically he's free to poke you again if you don't have another ball coming at him. Oh stinger aim S and dash goes thru 5P. Use S stinger aim to buy you more time to either dash in or summon balls. Summon and zoning: Note: remember, you have to be out of his range >_> 1) Summon P/S ball then punch it as early as possible -it stops axl's jS and 5S and shatters axl's momentum. and as you know axls 46S will eat your balls so punching low balls isn't really advisable. 2) Summon K, S, then 2P, stinger aim cancel 3) Air summon ^_^ -Just don't be predictable when doing it. Don't be afraid to fight close up as axl is pretty much useless in close-range. Do use jump-ins if you anticipate 46S, 2H, 2P and dash in if you know they'll use anti-air 5P, 6K, 2S. And remember to bait those counters if they love doing it. Oh and when he's doing 46H cancel, 2S, jump in then FD (axl's 2S can't be normally blocked that is why you have to FD) Or you can just 2S when he's charging 46H, i think this is the best option lol but still there are times where you get surprised and you won't be able to react to it and jump >_> Axl isn't really that hard to fight if you have projectiles, moves that goes thru his pokes, badass pressure and strong combos.
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1. I think youre using the H version of stinger aim. Using S stinger aim gives you more window to dash in and connect a combo. And like ajincris said it isn't practical to frc stinger aim unless: a. They'll die b. Pressure c. Guard bar is flashing or almost 2.This combo is quite risky and I've never seen this combo in a match lol. Ending your combos with dubious curve or a knockdown is the best option for venom. 3. Japanese are pretty good with naming moves, Mosaic Technique lol I have a feeling that Mosaic would kick N-O's ass if he still play. Mosaic's venom is just badass, unlike N-O's super safe playing(no one knows which style is better) Just my opinion though, can't judge their strength by watching vids alone.
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What the? So we aren't talking about AC VENOM? lol
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You've probably fought 2 different Sols. Some ppl loves to VV a lot when you dash in but some just don't. Baiting VVs is a good tactic, but for venom, pressuring your opponent is better than baiting. 2s > summon s/p-ball works pretty well when you're zoning them or pressuring them on the corner. But if you're out of tactics and need to bait VVs you can summon a ball near their character while they are down <okizeme, dash summon ball> (most ppl VV subconciously), or N-O's H-ball okizeme(watch it on youtube), or when you're doing the carcass raid pressure they might attempt a VV to get out since the 2nd or 3rd time you do it they can get out. (if they didn't IB/FD)
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He sucked in SBO though bec he's too nervous Well if i think about it I too always defend too much but only against these char (OS, ZAPPA, TE, SL)
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Because he plays too safe imo. He's probably scared to lose.
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It seems like i am not the only one here who thinks N-O lacks mixup.
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how many loops? im not really sure as i prioritize getting an electric ball in the corner. if you want strong damage then i suggest you learn this combo (throw> 6p 6h cr > 6H > ball P> 5P> 6H> ball p > 5s> DC/DHM Combo into hs dc if you want them to be pushed into the corner or teleport mixup if you want damage. there are a lot of ball formation which can teleport you behind them. edit: try doing option select throwing on oki S+H. if the throw failed 5S will be executed. here are the ones i usually use: P> S H>K> P D> P I only do crazy mixups like this when my life bar is below 10% or if my rage mode is on. grrrrrrrrrr!
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Actually damage whoring/mixups isn't that bad with Venom. But setting up balls is just slightly better. If we balance both strengths then we can maximize Venom. The real problem lies with our low damaging options. Most characters can get big damage out of their mixups while Venom does half. Altho Nanasi proved how strong Venom's offense is, N-O's hybrid style proved to be better or rather the best.
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You have to be close enough to do it and you have to be on the corner. Safe summons? There aren't too many but it depends to whom you're fighting. 5S> Summon Stinger aim> Summon Carcass r> Summon air summon dubious curve in a string I recommend using K>S ball formation when zoning since it covers a lot of space. Venom only have his might long poke (5s,2S), 6P and his balls. If you're fighting characters like sol, hos just pressure them while keeping them at bay and try to bait their AA. As for slayer, you need moar balls again. K>S combination works well. But don't try to rush summon. Summoning just one at a time is better when you're opponent is neutral because by the time you summoned your second ball they are already close enough.
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No, that's actually me. Anyway, that running charge is harder than it looks.. I've got a theory on how to do it, but I just can't seem to do it... When you are in crouching position you cannot input the dash 6[3] without going neutral. And when you go neutral you only have like 3 frames to input a carcass/stinger move. Since its impossible to do 6[3] without losing the charge, I came up with the conclusion that they charge> 66> carcass raid. I'm not sure of this, but this two inputs are the only way to do it i think.... edit: I did it! just kiddin. i can't really do a running carcass. all i can do is a walking carcass.. my input is: 2*charge* > 3 > 6 > carcass raid this stuff is really frustrating....
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sorry but i do not know much about gg scene outside of asia so i do not know who Coungster is.