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ky0n01

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Everything posted by ky0n01

  1. But its an HS formation XD. You should probably write it down and try it in training mode.
  2. okay i'm done updating... EDIT: I think I'll move all the ball formation on N-O's ball section and remove some..
  3. LOL okay though its pretty old school its still quite effective to use from time to time.
  4. Don't worry. I'll transcribe it for ya including that weird triangular like setup N-O uses, which is actually my favorite. T_T
  5. Then I'll send him pics of bishie guys.
  6. Okay, thanks for the help.. ^_^ I'll double check everything
  7. @Tigerofthewind OH thanks for noticing!! I'll fix the other typos later after I get back..
  8. Exactly~! But everybody should post their formation as well..
  9. Isn't it much better to H FUUJIN before dubious curve than just doing 6K.
  10. I'm thinking if we should create a new thread about ball mixing combinations .. So that players won't get confused with ball formation..
  11. The 3 ball formation I mentioned up there can all be used by summoning S-ball [ho----os] using SA on the last ball. And if you hit your opponent you can also use the last ball for more DAMAGE. If your curious about my setup here it is: throw> 6P> 6HS> SUM H> 6HS> SUM P> SUM K> j.K> airdash> j.S> j.H> 2S> 5H>DC S> 2P> SA -Tested it on anji. Fuujin can't pass through even if DC is IB. But jumping after IB is the best option if you want to escape.. I wish we had N-O's IM or something... Do you know where to get it? I'll go give it a check in training mode. ^o^ Edit: I can't even make a jump after those 3-ball summon ^_^. The okizeme is still perfect like those 2-balls. @Everyone N-O just probably goes for more mixup and doesn't want to ruin the next formation ^_^. ex. throw> 6P> 6H> SUM S> 6H> SUM K> j.K> airdash> 2K> 5S> 5H> DC> P> dash> 5P> Madstruugle> continue presure
  12. I noticed N-O seldom uses triple balls on okizeme after the throw combo. What do you guys think about this. I think summoning more balls is better particularly H>P>K, H>S>K.
  13. Of course experience is the most important . But if you're saying that N-O just instantly thinks of the best formation on the spot you're wrong there. I saw a vid where N-O looks like he is unprepared for Gibsons invite hell and drunkard shade spamming (prolly he lacks info on player at that time) hahaha.. But after some few months N-O trashed Gibson in SBO 2007 @Klaige Yeah it sux to play Venom if you don't have good players to fight with. Actually back then I always whine about having no good players to play with. Good thing I've got someone to practice at that time.. Anyways theyre retired already hahaha.. But you can still polish your pressure skills in training mode..
  14. Ah I'll explain it later . My head still hurts right now
  15. BTW~ I'm a 100% sure N-O spends the most time in training mode than any of the top players. ^_<
  16. I said its useless but I didn't meant it literally. Newbies should avoid this move for now, if they want solid gameplay.
  17. My bad i thought force break version of CR is like the CR-S. Lol This is bad I'm forgetting some stuff about VE. lol. But I cant agree with you with the FB SA unless its the charged version. I'll just check it out in training mode later after I posted the bnb combos.
  18. Its no big deal ^_^ BTW if you notice some errors please let me know.
  19. Oh, thanks tiger.
  20. Yeah I'll be posting some vids for every ball setup I made. EDIT: Does anyone know how to do N-O's H>K>S DC curve corner setup ? the balls look like this... ---------o- ----o--o--
  21. As far as i know the most stupid thing to do at the start of the match is to charge in >_>. The safest would be to back dash or stay neutral. Amd trading pokes at the start of the match is just like playing rock paper scissors.
  22. <<<<MOVELIST>>>> UPDATED 9/1/2010 •Venom's pros en cons• Cons: >bad at escaping pressure >heavily relies in balls >average damage Pros: >okizeme S >can pin you down in the corner for long >anti-air A >mixup B because the damage you get isn't really as good as i-no but its still worth doing. >infinite setups! >can increase your guard bar in a wink [•Moves•] 2S - 6 frames startup. good for interrupting moves and close-ins. 2K- best move to interrupt tick throws and pressure holes. 5S - has more positive frames than 2s(on block) 5P - nothing special c.S- fast startup and often used to build guard bar. 5H - staggers 39 max frames. on air CH you can use 6P>6H>CR combo 6P - your main anti-air. 6HS - kind of an anti-air but be careful not to whiff. on CH combo is possible 2HS - 2nd anti-air. has a pretty good startup but has slow recovery so careful not to whiff. on CH combo is possible. j.HS - main anti-ground. j.D - has a good knockback effect guardhit and if it CH they won't be able to recover until they get near the ground. [•Special Moves•] Ball Seisei- your defense against bastards who wants to rush you down. Dubious Curve- 24f blockstun. electric ball on hit. spam this a lot if they don't know how to handle this. Carcass Ride S - for zoning, damage and corner pressure. Stinger Aim H - Stinger Aim H for ramming balls you summoned(watch N-O's match). Mad Struggle- fastest overhead, although its possible to block it on reaction its still usefull for setting up pressure. + frames on guard, combo on hit. Double Head Morbid- combo ender Carcass Ride H- use to this to prevent them from escaping corners [•Force Break•] FB Double-Headmorbid - moar okizeme and moar damage rawr! guaranteed knockdown on hit. FB Madstruggle - guaranteed combo on hit, and if they blocked it you can still continue pressure as you have lots of frame advantage. FB Carcass Ride - compared to the normal CR H, your recovery is much faster and it moves slower. FB Stinger Aim - faster than normal SA. probably good to use if you're feeling high. <<<<BALL FORMATION>>>> [•BALL SUMMONING PERIMETER•] *NEW* All you need to do is get away from their reach to summon. Never try to do a risky summon or else you'll have to deal with pressure etc. And since we are bad in pressures we can't take risks. Click here for examplehttp://i22.photobucket.com/albums/b3...3173/ss_09.jpg Summon when youre on frame advantage, using pokes like 5s,2s,6HS, dubious curve(on block). [•What do I do if they wont let me summon balls?•] *NEW* If their character is really bad ass, then you have to keep on back dashing and teleporting around and wait for an opening to summon or to attack. [•Rule of the thumb when playing Venom•] Be innovative with your ball setups and more importantly, have fun. Midscreen Okizeme: K>ball ---o----------- --------------- --------------- --------------- --------------- H>ball ------------o-- --------------- --------------- --------------- --------------- S>K •j.K top ball --o------------ --------------- --------------- -------------o- --------------- Corner Okizeme: Note: If you're wondering what <lightning ball> stands for, it means the ball ended in dubious curve. S>K • j.k top ball -----or----- • teleport --o------------ --------------- --------------- -------------o- --------------- H>K <lightning ball> • j.k top ball -----or----- • 2p low ball -----o--------- --------------- --------------- -----o--------- --------------- K>P <lightning ball> • j.S top ball --------------- --------------- ---------o----- ----o---------- --------------- --------------- K>S <lightning ball> • j.s top ball -----or----- • 2p bottom ball, then do N-O's lockdown (see corner lockdown section, #3) -----or----- • 2p bottom ball> summon P ball [formation changed into K>P] --------------- ------o-------- --------------- ----o---------- --------------- H>D>P • j.K/ j.S • teleport -------o------- --------------- ---o----------- ------------o-- --------------- S>D>P • 5P or 6P --------------- --------------o -------o------- -o------------- H>P>K • dash> j.S mid ball • dash> j.S mid ball> 2k> 5S> DC S [formation changed into P>K>S] ----o---------- -----------o--- --------------- ------o-------- --------------- Zoning: K>P • 5P • 5K to scatter it faster --------------- --------------- ---------o----- ----o---------- --------------- --------------- K>S • 2P x spot after summon • 2P> summon S> summon P> [formed K>S>P] --------------- ------o-------- -----x--------- ----o---------- --------------- H>S • Stinger Aim or if 5p can reach them use 5p> stinger aim --------------- --------------- --------------- --o------o----- --------------- K>S>P • 5H > Stinger Aim (do this if they're far. its kind of hard to avoid and it does good chip damage) • 5P mid ball to scatter • 5P on x spot • summon S [P>K>S formed] --------------- --------------- ------o-------- ---o--x-------- --------º------ --------------- P>K>S • summon P [s>K>P formed] • j. P on x spot to hit both balls> then 2p bottom ball ---o----------- -----x---------- ------o-------- --------------- ----o---------- H>K>P • 5p/5k to scatter --------------- -------------o- --------o------ ---o----------- --------------- --------------- [•Ball Clashing Setups•] *NEW* 1. Summon K,S, 2p, dash, hit the higher ball with 6p Effect: see for yourself 2. Summon K,S, 2p, stinger aim cancel, dash, summon any ball to hit with other balls, summon p Effect: zones half of the screen, making it almost impossible for them to escape.3. 3. Summon K,P,S, FB CR, summon H,K. Effect: creates a barrier of balls around you. 4. Summon H,K, 6P Effect: balls hit 60 degrees [•N-otoko's Formation•] 1. P>S to P>S>H How to do: throw> 6P> 6HS> SUM P> 6HS> SUM S> dash SUM HS> 5P on X MARK. Note: You have to 5P on between the balls before the formation finish. ----------o-- ------------- --o--X--o--- ------------- ------------- Completed H-formation: ---------o-- ------------ --------o--- ------------ -------o---- 2. K>S SA How to do: summon K>S>2P on x mark before the bottom ball goes down.> stinger aim cancel ------------- --------o---- -------X----- ------o------ ------------- 3. D>H>P crossup How to do: throw> 6P> 6H> SUM D> 6H> SUM H> dash SUM P> teleport ----------o-- ---o--------- ------------o <<<<COMBO LIST FOR STYLISH PPL>>>> Note: Sorry but i am not a real combo freak, so some of this probably aren't complete [•BNB COMBO•] 1. Okizeme Mixup- after knockdown[you should be close]> summon K> j.K K-ball 2. Okizeme Throw- 2K> 5S(2hits)> 2D(2hits)> SUM H> dash j.H throw> [insert throw combo][Easy] 3. SA to DC- 2K> 5S(2hits)> 5H> SA [FRC]> dash 2S> 5H> DC> [insert pressure] [Easy] 4. Sweep to SA- 2K> 5S(2hits)> 2D> SA [FRC]> 6P> 6HS> SUM S> 6H> SUM K> j.K> [insert pressure] [Easy] 5. Sweep to SA2- 2K> 5S(2hits)> 2D> SA [FRC]> 6P> 6HS> CR> 6H> FB DHM > [Hard] 6. Dubious Curve Loop-[Corner] 2K> 5S> 5H> DC S [FRC]> 2S> DC S> 2S> DC S> 2S> DC S> 2S> (FB DHM) or (usual ball on corner dubious curve: DC H> SUM K) 7. FB Madstruggle[Midscreen]- FB MS> airdash> j.S> 6P> 6H> FB DHM 8. FB Madstruggle[Corner]- FB MS> 6P> 6H> CR> 6H> DC H> SUM K [•THROW COMBO•] 1. FB DHM- throw> 6P> 6HS> CR> 6HS> SUM S> 5S> FB DHM>[Hard] ver2 DC: throw> 6P> 6HS> CR> 6HS> SUM S> DC K>[Hard] 2. throw> 6P> 6HS> SUM BALL-1> 6HS> SUM BALL-2>[Easy] 3. throw> 6P> 6HS> SUM BALL-1> 6HS> SUM BALL-2> SUM BALL-3>[Easy] 4. throw> 6P> 6HS> Carcass Raid> IAD j.S> j.H> j.D> 5S> j.H> air summon P> j.K p-ball [HARD] [•Dust combo•] 1. Dust combo to DC setup- 5D> j.Hs> j.Hs> Mad Struggle hs> 6H> summon S> 5S> DC S-ball> summon K-ball>[Hard] 2. Dust combo w/ Summon- 5D> j.Hs>j.D> air summon HS>j.k> j.s> jc.k> j.s> j.h>j.d>[Medium] 3. Basic damage combo- 5D> j.HS> j.HS> j.K> j.S> j.P> jc.K> j.S> j.H> j.D>[Easy] 4. Basic D-Okizeme- 5D> j.HS> j.HS> Mad Struggle HS> 6HS> [Easy] [•DUBIOUS CURVE SETUP•] 1. Madtruggle to DC- Mad Struggle> 5S(2hits)> 5HS> DC HS> Summon K> 5K lightning ball>[Easy] 2. Dust combo to DC setup- 5D> j.Hs> j.Hs> Mad Struggle hs> 6H> summon S> 5S> DC S-ball> summon K-ball>[Medium] 3. K>S - 2K>5S>5H> Dubious Curve K> Summon S> dash j.S> air backdash> j.S>5S> teleport>[Medium] <<<<PRESSURE>>>> Pressure tips: Anti-FD: Remember to use level 3 moves to prevent getting pushed back on corners. I think the higher the moves level the farther you'll be pushed back. If you're pushed back it'll be harder to continue you're pressure. [•FUZZY GUARD SETUP•] *NEW* Try to use different strings of fuzzy guard so its harder to anticipate. 1. j.H> FB MS or MS ver2: j.H> j.D> FB MS 2. j.S> FB MS or MS 3. corner H>K setup: j.k k-b> j.s> jc H> FB MS or MS 4. corner H>K setup 2: j.k k-b> airdash> j.k > j.s> FB MS or MS 5. j.k> j.p> FB MS or MS [•OKIZEME PRESSURE•] *NEW* 1. Corner DC OKI [H, K ball]: j.K K-b> airdash j.S> 2k> 5S> CR version 2: j.K K-b> airdash j.S> madstruggle> 2k> 5S> CR version 3: j.K K-b> airdash j.S> madstruggle> tk madstruggle> continue pressure 2. H-ball okizeme? [H ball]: after knockdown> summon H-b> dash j.S da H-b> 2K ver 2: after knockdown> summon H-b> dash j.S da H-b and opp's head( yes its a cheap 50/50 mind games but N-O doesnt do the overhead j.S. Maybe its his last move resort or something making it an unexpected move thus considered unblockable.) 3. Corner DC OKI [H, K ball] w/ ball altering: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> sum P> 6H> teleport j.P ver 2: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> 5P K,P ball> continue presure ver 3 throw: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> dash throw (random throws are good especially if your opponent got used to blocking every time ) 4. 2K> 5S(2hits)> Carcass Raid> dash> 5S(2hits)> Carcass Raid 5.2K> 5S(2hits> Carcass Raid> dash>*repeat* 6. N-O LOCKDOWNAfter knockdown> SUM S> Punch S-ball> SUM S> 2S> SUM S> 2S> Stinger Aim Frc> dash> [Dubious Curve Pressure] [Note: Orange= Pressure or blocked.] 1. N-O™- 2K> 5S(2hits)> 5H> DC HS> SUM S> 5S> Stinger Aim. -Guaranteed lockdown after 2S hits until they reach corner. [Easy] 2. N-O™- 2K> 5S(2hits)> 5H> DC H> SUM K> dash and 2P Kball> SUM S> 2S> SUM S> 2S> 6H> teleport[Corner] [Medium] 3. N-O™- 2K> 5S(2hits)> 5H> DC S> SUM K> 2S> SUM S> 2S> 6HS> TELEPORT> j.P> continue pressure[Corner] [Medium] 4. N-O™ Anti-Burst- 2K> 5S> 5H> DC H> SUM K> j.K> 2K> CR> hits lightning ball [Easy] [Corner]
  23. You're right, Venom is good with controlling space but once Slayer is in he's meat.. And if you haven't noticed yet, Venom can only do decent damage on close range ^_^ which requires risk to your life bar. But I actually get what you're saying. I know the match up isn't that bad anymore, its almost 4.5:5.5 I guess. I've fought with good slayers before, but they always had hard time dealing with the balls.. I just hate it when a single mistake leads to slayers death combo.
  24. There is no way its a fair matchup.
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