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ky0n01

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Everything posted by ky0n01

  1. ky0n01

    Testament

    And when exactly are you gonna insert 2H to counter TE's 2H? I can't think of any pressure string except canceling carcass raid or stinger aim then 2H. I think they can use warrant if you're not close enough when doing your CR pressure. So in order to close the gap I only dash CS, then carcass raid. I can't remember this match up very well anymore because its been months since I've started playing T6. So forgive me if I am wrong with teh details i post :p
  2. Match-up rating by N-O 6:4 TE's adv Zoning Try to use balls formations that can cover the ground and air. K>S ball in particular. If they warrant your balls you can just guard and punish it. And be sure to always push a ball or two to remove hitomi's and zeinest. And remember that hitomi activates when you're only above it, air or ground and it deactivates whenever you hit testament When summoning balls you have to be wary against since he can exe beast your ass anytime he wants. According from the videos that I've watched, summoning aerial balls is the best option. Or if you feel that he'll go for a exebeast then try to IAD and punish him before he recovers. But if your Testament player loves to play safe you'll always eat 6K when you IAD since they can FRC EXEBEAST. PRESSURE You have to be close enough if you don't want warrant or 2h to hit you. When doing your CR pressure you must be close so they won't have time to use warrant or 2H. 2H actually beats carcass raid when upclose but it can't if you're quite far. If your Testament player loves to warrant you need to avoid using slow pokes like 5S, 6H and even 2S. So its better to use fast recovery moves like 2k. Even if you hit warrant with 2k you won't get hit bec you'll recover faster. I think it depends on the moves + frames but I'm not sure. I noticed that whenever I hit a warrant with a carcass raid or any heavy move, my character freezes and gets hit by it. And to counter 2H you must use moves like FB MS, carcass raid(near) and 2D. Adding FB MS and 2D to your pressure string will make them scared of using 2H so try it. Bec normal MS can't beat TE's 2H you have to use FB MS most of the time. Mixup You can do any kind of mixup you want, but if your mixup fails and you're getting pushed back you can still use FRC stinger aim S(+2 frames) or H (- 13 frames) to get back on pressure. My honki mode pressure strings and mixup whenever my hp is 1% Corner ( cS(3hits), CR, dash 2K, cS(2hits) , CR, dash 2K, cS(3hits), 5H, STINGER AIM H FRC, IAD, [fuzzy guard mixup.... jk, jS, madstruggle] Mid-screen Okizeme MS ( KD, MS or 2K/ KD MS or 2K or double MS to fuck their mind ) Mid-screen Okizeme K-ball ( KD, summon K-ball, jK, IAD JS or land 2K ) Some stuff to remember: TK GRAVEDIGGER - This moves recover is fucking fast, even if you guard it, both of you will recover at the same time, so don't try to use any moves other than a throw if your in range.*need to confirm* WARRANT - Actually, the level of the move you used affects the time you'll freeze. Anti-Air - Testament don't have any good stuff against air so don't be scared to jump in. to be continued
  3. Never heard of him but judging from how he plays he is really darn good. I've watched some of his matches on youtube. You always lose to him bec his style can counter your play style perfectly. What I mean to say is that you play toooo risky(many unnecessary movements) while Lazze always plays a safe or low risk game. And he also knows when to use risky moves
  4. yeah its bec you're too scared of pot buster. when potemkin is up close you'll just have to guess whether he'll go for a buster, heat knuckle, 6K? or he'll neutral pressure you. you always get caught in his game bec you always freak out and jump when pot is close. once you know how to play against his mind games he won't get a guaranteed hit on you anymore. Or rather he'll avoid using heat knuckle/potbuster and neutral pressure/6K overhead you. and you need to work on your zoning. you shouldn't jump hit balls too predictably if you don't want to . you should make him guess too when you'll hit the balls. in that way he'll won't reflect it tooo easily. once you block stun him with balls start pressuring him. when you're corner-pressuring you should try to stay safe and maintain your momentum to keep your lead(if you're leading). or if you're health is low you can either pressure him until he makes a mistake or go for crazy mixups.
  5. T_T yeah but... the way he replied seemed like he doesn't care at all.
  6. LOL wtf
  7. wow that was amazing hahaha edit: input probably goes like this; summon K, S, 6P, summon D, S, random ball summon
  8. added some stuff BURST WHIFF 1. 5K > 2D *burst missed* 2. cS > jump cancel *burst missed* 3. from throw> 6P > 6H RC *burst missed* DARK ANGEL FEINT 5K> 2D > (dash close enough and summon DARK ANGEL). the trick here is that when Venom summons a DA, he takes another step huge step. bec of this, it creates an illusion that venom is on throw range, making it tempting to throw you lolz.
  9. Not even one of you added or corrected anything to my baikon post.. There was one time where I posted wrong stuff back then bec i thought many people would respond but no one noticed it
  10. hahaha seriously? i have a feeling ive seen that kind of venom before lol ED: blacksnake vs nerina http://www.youtube.com/watch?v=cIG01tC7nLY&feature=related read MCR's last post.
  11. We seriously need a match up thread so we can merge everything said about the match ups.. XD Maybe we should vote MCR(evo08 ve rep) to become the new moderator since the current one isn't active at all.
  12. Use 5S since it has far reach than 2S. And you can also cancel out potemkins hammerfall anytime with 5S>... 2S then 5S>...summon. Lol carcass raid isnt good against potemkin since he has slidehead and hammerfall. If you are a nanashi type venom then you should just rush him down with tickthrows/dry throws/FB Madstruggle/Madstruggle etc. If being offensive doesn't work then try to summon air balls and zone him out. Of course you still have to close in at the right time, its your choice. summon more air balls Dubious curve beats(1-11 feet invul)... slidehead (you can actually dc out of pots 6h>slidehead string needing to IB) Stinger Aim H for some chipp damage 5S>2S string beats... hammerfall ball+ jh/5h beats.. hammerfall double morbid isn't good bec it has bad recovery
  13. oh did i say japan? lol edited the post sorry but i dont have any match up against chipp yet.. but i think you just need to be careful when summoning balls and anticipate teleport by airthrow or just 6P.. but since chipps jH starts in 8 frames so its better to 6P than airthrow.. you also need to 5S/2S a alot to prevent chipp from knocking you down with 2D(9 frames) beware of chipps 6P(1-11 invisibility) iirc 5S always lose to this move. ED:@HIKKI you should read the frame data or play chipp against venom so you have more idea how chipps think.
  14. maybe its a chart for all the venom players in general..
  15. ky0n01

    Frame Traps

    well said
  16. wow he changed the combo before H>S setup... never thought of doing that lol... yeah you can't escape once stinger aim is released. but its main purpose is to push them into the corner. i think the old version is better, but its not as solid as the new one bec they can escape. 2D> DB H-S> 5S> STINGER AIM from midscreen to corner push not only that, the damage is insane as well. if the three balls hit them then its over for round 1(55%+ damage with dubious loop), plus you get a free OKI.
  17. can you link me sample vids of it?
  18. err i was just kiddin when i said that.. lol 236P frc: far slash> 2D> 236p frc> * if they burst* > punish em i know its a waste of tension corner pressure: farslash> 2d> 236P frc> jH>~ 2k or j2k for fuzzy guard i only use this move to show off though.. but i still use this when i am out of secret moves.
  19. no prob hmm i dont remember any h>d ball... but maybe its h>s -O-------O- LOOKS LIKE THIS?
  20. jam can evade projectiles by using 236S~P how's that ? wow this thread is long, and full of paragraphs.. and do you still need a volunteer? id be glad to help
  21. i cant remember how it exactly looked like but if it looks like this, its H>K>S -------o o----o
  22. dont worry CR LOOPs main use is to push enemy into corner to end it with a dubious curve KD. concentrating more on pressure is better. and about the combo vid, its valid.. didn't you notice that the beat is highlighted?
  23. why the heck didn't you include these? combos up to 0:30, dust combo on RK, 0:48 - 1:37 except for venom combo on 1:17.. my favorite would be 1:18 it really looks cool 1:47-2:00 request: vcl/hcl FRC> ultimate fortisimo ED: vcl frc> s dive> combo vcl frc> h dive RC/FRC> combo (i tried to RC this but didnt FRC, maybe you can do it if youre far enough)
  24. he probably remixed it..
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