ky0n01
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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--
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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.
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<<<<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]
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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.
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There is no way its a fair matchup.
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No, that wont do any good for us. Its way too inconvenient for lazy people like me. I want our own sub-forum match up thread as well T_T Hmm let me see which characters i can put.. i-no anji testament order-sol slayer sol ky kiske potemkin robo-ky venom axl jam millia johnny bridget eddie
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How come with don't have our own match up thread!!~ GRrrrrrrrrrrrrrrrrr
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it causes longterm stun or unrecoverable frames. the frame data has the number of frames for every move.
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umm anyone know who beat shonen>ruu>pachi team at sbo07?
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Once you get the hang of it you won't have to put too much pressure on the d-pad.. Just like doing 6p>6hs> cr, you'll lose the timing if you press to hard.. So the key is to press with just the right pressure..
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@tiger Good luck with your Venom I'm sure you'll become N-O like someday hahaha. As for me I've decided to switch to I-no.
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6P> 6HS> CR loop isn't worth doing if... 1. your enemy is on the verge of death 2. if it doesn't end in a knockdown( corner: dubious curve for teh knockdown! ) 3. you just wanted to do a combo vid
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hey tiger don't get yourself used to 2d> dubious curve summoning because it isn't safe if IBd. i always do far s> summon ball and if your opponent likes to jump after far s> you can double head morbid their asses :D after far s = free damage. are you still training 6p> hs> cr? if youve already given up then you shouldnt! you can do lots of damage(well not dat much but..) if you master it :D ill be posting some stuff here when im not lazy lol
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btw thx 4 translating this stuff :D
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- crazy larry
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One of venom's main strategy is to bait characters to air dash/ jump. If they try to air dash towards you, you have the option to 6P or grab em(if they expect 6P from you theyll be in FD state) or a crossup.
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- crazy larry
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Its prolly the opposite of what youve said, maybe it should be "characters who have a bad air game should be forced to jump(via balls)"?
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- crazy larry
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I need specific ball formations for the following characters T_T - Buri - Baiken - Anji - Slayer
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Axl can't poke with Venom's balls around bouncing around ^_^ You just have to find the right timing when to summon balls ^_^ tip: Air ball summon As for chipp I think it'll be hard as well but the matchup would not be as bad with millia and hos corner raping..
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nope anyone can do it if they try XD summon K-> summon S-> 1P -> 6HS[hold] youll just have to do it a little fast
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What to learn??? 1. You'll learn that he is the hardest character ever made in a fighting game. 2. Your mindset + balls [ hmm i teleported 3x in K-ball already so i guess he's still expecting im gonna teleport hihihihi] 3. Mixup= hi low hi low 4. Lockdown= ertai lockdown, n-o lockdown 5. Ball formation= without them you're nothing you can atleast memorize 3 formations >_> if you're too lazy I suggest you practice the LOCKDOWNS asap n-o and ertai lockdown easiest corner-lockdown would be this: [2k,c.S(1-3hits), carcass raid, dash *repeat*] its advisable to do c.S 2hits because some characters can escape if you get too far from them.. [ex. anji's hs fuujin]
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try to air throw him or use 6p and standing close slash. i advice you to spam the following moves... 6p[duh!!] 5S[if hits do ball summon] 6HS[you can ball summon after this or teleport to your ball, but don't teleport all the time or your opponent will anticipate your teleport and air throw you] ball summon 1x and let it stay, if chipp loves to teleport ball summon 2x if chipp noticed his life is chipping away every teleport you anticipate ball summon 3x if chipp player can't guess your move anymore ball summon 4x you can surround your body with balls then 6P if chipp still wants to teleport near you T_T one more thing, don't train yourself summoning balls then hitting it in front of chipp subconciously. remember chipp can always teleport near you so i think* you should save your balls after he teleport. after a couple of games chipp won't be teleporting too often anymore. that's the time you can hit *massive ball formation you created
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I think you can block it facing any direction if he didnt did it precisely at the bottom of your hit box
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I think not. Sweep> DC is techable so its better to do normal summon after knockdown.