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Ice Prince

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Everything posted by Ice Prince

  1. No, I'll have to search through some old stuff to see if I can find it. Yes, N-O and Nanasi have the best JP Venom's, but that's no surprise.
  2. Titan explains this in an earlier post. You need to start charging pretty early, before you see the 6hs animation, but not too early or you'll cancel into a 2hs instead (at least this is how I've done it). It just takes some practice and some patience.
  3. No I don't believe it's only PS2. I've seen Nanasi use it once in a match vid. Damage wise on 6p, 6hs, S CR can range anywhere from about 160-200+ depending on opponent and guage.
  4. Kasou: After I recover from the Doobie Curve the club gave me, I'm going to look further into it. I believe it will possible, at least hopefully. I have a few formations I'm going to test out later, and should have a report posted up before the weekend is over, at least that's what I'm shooting for. EDIT: Throw followup near corner I forgot to post (irrelevant to above statement). -Throw, 5k(still in ball for wallbounce), 5k, 5s(3 hits), j.k, j.s, jc j.k, j.s, j.hs, j.236d, RH 75% tension for decent damage and knockdown. A bit off the wall(and tension using), but.....eh. It's cute.
  5. Haha, I do listen to quite a bit of rap actually, but I'm white. :razz: Anywho, I think this might change your mind Diveman, regarding the freeze effect not being useful for 25% tension....try this(you to Blade since you were asking for something): -P ball, K ball, S ball, D ball, HS ball, CR FB (I call it the GOD Wall) You can technically catch them with a Dobbie P ball from a B&B or something, and start it that way if you wish. A charged CR FB also stays in place, and stays charged up as well. Have fun. EDIT: Apparently, you can get up to 2 walls (total of 10 balls) on the screen at one time before they start to disappear (simple time issue with how long they stay active). So for 50 tension, you can can have up to 10 active balls on the screen, frozen and activated. Nasty. However, finding time to get the first wall out isn't THAT easy, and it's use is situational for the most part. You can easily get it set up if you hit a j.236d and commit from the long bounce. CH 6hs gives around the same amount of time as well. Off of a Doobie, you should have enough time to get 3-4 balls out. Dark Angel from knockdown would give enough time to get it rolling as well, provided it gets contact. Ball formation launch spam could give you enough time as well. Mainly, it's useage will stem from whether or not you want to commit to it. Obviously, the above options have numerous other followups, so that would be entirely up to you. I'm still researching some of the "better" ways to implement this formation, and these just happen to be some of the ones I've come up with thus far.
  6. Blade: I'm actually doing research/testing on something similar. Once I get a bit more time of working with it, I'll have something posted up. Perhaps Titan might have a "solid" answer for you in the meantime.
  7. vegta: Take that to the matchup thread please. Diveman: Sorry I misunderstood. :razz: Yes, you could do followup from a 5s starter into pretty much any j.236D combo. Also of note, some interesting items: -Throw, Doobie FRC, running 5s(3 hits), air followup (corner) -Random 6hs/6p,6hs, Doobie FRC, running 5s (3 hits), air followup (corner)
  8. Wouldn't something like this be hot to use in the forums..... Obviously we'll never be able to I don't think, but it's a hot idea. <3
  9. Yes, HS MS isn't techable if you hit the flipkick, trip. So followup is possible (especially so in corner). It doesn't have more untech frames, and as far as I know, it's still the same as the Slash version. I totally agree with Titan, the C-God post does have some nifty info for players beginning Venom. I really would suggest everyone taking another peek at it, beginners and more experienced alike. On another note, I have seen somewhere I believe, an S doobie ender off B&B into SA (charge to level 2) for slight oki delay, K doobie (second knockdown), j.k it on oki, IAD j.k, j.d, j.236d, SA FRC, 5s(2 hits), j.k, j.s, j.hs, RH ender. Thoughts on this? It looked really hot, but it did use up 100 tension. I toyed around with it, and my own thoughts would be that it's nice if you know you're going to win the round and want to be flashy, but if you are able to get the j.236d off, you can always improvise with something like j.k, j.d, doobie or a 5s/6p followup.
  10. ^Agreed, anything for a DC ball out is nice. Just throwing out options. I saw you post something similar to it on your other post, so I figured I'd just throw in stuff that wasn't on here yet. Otherwise, it would have been included, my dear GB. :razz:
  11. Yes, I did quit her sadly. ADC's are just not worth it to me. Way too character specific, and too easy to mistime and whiff for my tastes. Anywho, Venom has my full attention now. I had listed some FB MS stuff, however I hadn't got around to posting such things as you described, though I did know about good followup oppertunity from bounce and it's awesome useage. So no worries. My main focus was primarily on ball formations, so I spent some time with that. But thank you for bringing it to my attention, I'll post up some more j.236d stuff: -j.236d, 6hs, DC ball -j.236d, running 6p, 6hs, DC ball -j.236d, running 6p, 6hs, HS DHM -j.236d, HS SA FRC, followup -j.236d, running 5s, followup -j.236d, S SA FRC, 5s(2 hits), air followup (corner)
  12. :)Some things to sort through for the combo and misc section: Combos -6p, 5s(2 hits), 5hs, S DHM -6p, 5s(2 hits), 5hs, SA FRC -6p, 5s(2 hits), 2d(1 hit), SA FRC -6p, 5s(2 hits), 5hs, DC ball -6p, 5s(2 hits), 2d(one hit), DC ball -6p, 6hs, DC ball -P ball(hit with 5p on the way down), running 6p/5s->etc. -D ball(hit with 5k on the way down), running 6p/5s->etc. -5s(3 hits), 6p, 6hs, DC ball -5s(2 hits), 6p, 5s(3 hits), 6p, 6hs, DC ball -5s(2 hits), 6p, 5s(2 hits), 2d(1 hit), DC ball -5s(2 hits), 6p, 2s, 2d(1 hit), DC ball -Throw, DC ball -Throw, 5p(still in ball for wallbounce), DC ball -Throw, 5p(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, RH -Throw, 5p(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, land, CR -Throw, 5p(still in ball for wallbounce), 5s(2 hits), j.k, j.d, land, CR -Throw, 6p(still in ball for wallbounce), DC ball -Throw, 6p(recovered from ball), 5s(2 hits), j.k, j.d, land, CR -Throw, 5k(still in ball for wallbounce), DC ball -Throw, 5k(still in ball for wallbounce), 5s(2 hits), j.k, j.d, land, CR -Throw, 5k(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, land, CR -Throw, 5k(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, RH -Throw, 5s(2 hits)(still in ball for wallbounce), DC ball -Throw, 5s(2 hits)(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, RH(timing is a bit strict on the second 5s) -Throw, 5s(2 hits)(still in ball for wallbounce), 5s(2 hits), j.k, j.s, j.hs, j.236d, land, CR(timing is a bit strict on the second 5s) -Throw, 5s(2 hits)(still in ball for wallbounce), 5s(2 hits), j.k, j.d, land, CR(timing is a bit strict on the second 5s) -Throw, 5s(2 hits)(recovered from ball), j.k, j.d, land, CR -Throw, 5s(2 hits)(recovered from ball), j.k, j.s, j.hs, j.236d, RH -Throw, 5s(2 hits)(still in ball for wallbounce), TK HS MS (corner) -j.236d, j.k, j.s, j.hs, j.236d, RH -j.236d, j.k, j.s, j.hs, j.236d, land, CR -j.236d, j.p, j.k, j.s, j.d, land, CR -j.236d, DC ball(can be done midscreen with VERY strict timing and spacing, but best in corner) -WA, IAD j.k, j.d, j.236d, land, j.k, j.s, j.hs, RH(corner)(delay second j.k slightly for all of combo to connect) -WA, IAD j.k, j.d, j.236d, land, j.k, j.d, land, CR(corner) -WA, IAD j.k, j.d, j.236d, running 6p, 6hs, DC ball -WA, IAD j.k, j.236d, land, j.k, j.s, j.hs, RH(corner) -WA, IAD j.k, j.236d, land, j.k, j.d, land, CR(corner) -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 2d (one hit), DC ball -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 5hs, DA, running 6p, 5s(2 hits), 5hs, 623D -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 5hs, DA, running 6p, 5s (2 hits), 5hs, S DHM -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 5hs, DA, running 6p, 5s (2 hits), 2d (1 hit), DC ball -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 5hs, DA, running K ball, j.k (hits ball), RH -DC K ball(hits) formation, j.k(hits ball), running 6p, 5s(2 hits), 5hs, DA, running K ball, j.k (hits ball), j.236d->etc. *Notes DA=Dark Angel (2141236S) DC=Dubious Curve (421 P/K/S/HS/D) RH=Red Hail (j.236236HS) CR=Carcass Raid (Charge 2, 8 S or HS) SA=Stinger Aim (Charge 4, 6 S or HS) DHM=Double Head Morbid (623 S or HS) MS=Mad Struggle (j.236 S or HS) WA=Warp(623K) TK=Tiger Knee (EX. 2369/2147) Strats/Notes/Misc -Venom is all about PRESSURE first and foremost. He isn't about combo hits, and isn't as combo reliant as some characters. -Venom gets REALLY good options from his tension (damage, followup), so don't be afraid to use it. -Abuse Dark Angel whenever you have the oppertunity(any GG player should know this). -It's very easy to continue pressure from blocked strings that end in say 5hs, 2d or SA FRC, because he easily has enough space/time to get out a ball or two for continued pressure. -Venom's 2d now has it's #R reach back, and is only 2 frames slower (4 frames to 6 frames now). One of the best sweeps in the game. -New animation for 6p is a great addition to his arsenal, so abuse that in close range. It's also a primary combo starter. -Contrary to what some may think, he CAN airdash after his warp. For those curious, if Venom has a ball out, he will warp next to it in the air. If not, he will simply warp above his standing position. -In general, it's not a bad idea to followup with CR or SA after ball launches provided you are covered and/or have the space to do so. It adds in more pressure and an extra ball. Considering CR/SA can be charged, that can also come into play depending on how long you charge it. -If you end up in a situation where you tech/jump really high in the air, take the oppertunity to set some balls. Depending on height, you can usually get a good 2-3 set before you land. Then lay one on the ground when you land, and it brings all of them to the ground to form a formation of balls at your disposal.
  13. I'm not quite sure about the stages, but I'm going to assume they are time release. I just checked and I have every single Slash stage unlocked on stage select. I'm assuming you have reach a certain point in play time(if I had to guess, probably 10-20 hours) before they start unlocking, and then once they start it will be hourly for each new one. I've logged in well over 50 hours, so I'm not quite sure when the exact time is, but it should be soon for you all if you're anywhere near 10-20 hours.
  14. Some ball formations I've worked on and may prove useful. Ball Formations Attack: P ball (launch with 5p, 6p, 5hs, very basic) K ball (launch with j.k, basic air advancement) S ball (slightly more spaced than P ball, hit with 5p early or 5s after set) HS ball (furthest spaced with similar height as K ball, can be used with CR and advancing air strategy) D ball (launch with 5k on the way down, or 2p/2k when animation is done, very basic) K ball, P ball (running 5p hits both balls in a straight line) P ball, S ball (same as the previous with more space) K ball, S ball (launch with 6p, 5p, or 5hs for split) P ball, S ball, K ball + followup P ball (5p launches P and S balls, running P ball set, launch to hit K ball for 4 balls) HS ball, D ball (running 2k hits both balls low to the ground) P ball, K ball (launch with 6p or 5p for split) P ball, K ball + follwup P ball (launch with 5p, dashing P ball) S ball, P ball (works in the same fashion as K ball, P ball, you can space it to save one ball) K ball, S ball, P ball (launch with 5p, forms a triangle and gives a three way split) K ball, P ball, S ball (similar to above, but more spaced) -With any ball set that is launched, you can also charge a SA/CR along with them, provided you are at a safe distance/have cover, for added pressure and an extra ball. Defense: HS Ball, K ball (really great set for cover and good for pressure options) D Ball, S ball (another great set) Venom has not changed all that much as far as ball setup is concerned from Slash. So if you are somewhat familiar with Slash Venom and ball setup, you should not be at a learning disadvantage. It will just take some memorization to get the patterns down. -Done with this section(I think).
  15. I found Longinus launch with Johnny two days ago.....
  16. Ice Prince

    AC: Okizeme

    I need to ring in on corner oki stuff, so here we go. Something I was messing with earlier. Corner Bubbleloop: -H/P fish, (lazer), late IAD j.2s, j.hs (bite), k bubble, land (bite/pop), airspike (hold), j.hs, TK k bubble (release), j.k, land, j.p, j.s, jc j.s, j.d (2 hits) Still need to test a bit more, but it's a slightly different take on a bubbleloop thus far. More to come.
  17. Yes, I've discovered Slayer isn't any more Dizzy friendly than he was in Slash. Really, it revolves around getting projectile wall out, get some pokes, get out and repeat. No flashy stuff here, just down to the basics. Testy is still a pain in the ass as per usual. Damn BD bull that he's got. But luckily it's harder for him to catch her in it off throw, 6k like he can most others for some reason. Pot's slidehead still gets owned by 5s(f). <3 More to come.
  18. ^Too bad he can kill her in about 5 seconds flat. Also on the pauses, they're a bit hard to demonstrate for combo posts, so the best method would be to simply practice it yourself and learn the timings. Also on the main combo page, thank you so much for not including any of the ones I posted Teyah. I appreciate that.
  19. Aw, ty trag. <3 Anwho, Throw launch on Jam: Throw, 5s, 2hs, j.hs, ADC, j.d, ADC j.s, j.hs, land, j.k, j.d, ADC j.hs, s pin, ADC j.hs, j.236d, 6hs
  20. First of all, I'm not an "it", thank you. Your obvious homophobic tendencies are once again shining through there, Sephiroth fanboy. Second, I suggest that YOU try setting an example in this forum since you "moderate" it. In all honesty, you don't deserve it. Why? I don't exactly like the fact that a moderator for the character I play spams j.hs as a jumpin in #R. Yes, it may be only #R and online, but regardless......that's a no no Mr. Moderator. Considering you "wrote" the guide, I figured you should know better. Second, I didn't cry to Jamie about anything. She saw your vicious post towards me before I did. And quite frankly, I was quite appauld when I saw what it said. Not only are YOU supposed to be setting this "example" that you preach about, but also the fact that none of your information, aside from me being openly homosexual, was even true. You should have had enough decency to PM that or something instead of posting that in a public forum. So my advice to you? Why don't you shut the fuck up and quit patronizing me about everything that I say, and little jabs you throw at me on a personal level. At least have the decency to PM me with it or something. You can like blitz over me all you want to, that really does not concern me in the least. This is half the reason why I hate coming to this forum, and it's because of people like you. If a person's opinion matters to me, they know that. Quite frankly, I could give a shit less if anyone on this forum, including you, likes me or not. Though those that have taken the time to talk to me and have gotten to know me would probably speak highly of me. That is truth. And gameplay wise, if you'd have been paying attention, I already said followup from 5p seems alot harder now.
  21. LOL, blitz plays Bridget Def. But yea, if we lived near each other, I'd money match him. And to Klaige, if I want to call it "icy oki", then let me. I don't think I was asking for opinions about it, yet it seems people like to poke in about stuff that has nothing to do with them.
  22. ^ Why must everything be such a hastle with you? Seriously.
  23. Yes, I can claim that. Back when AC first came out, I had mentioned this idea, and alot of people thought it wasn't possible/couldn't be done until later on when it was proven it could be. So yea, it's mine. I'm the first person to use it in a vid to my knowledge. I've seen people do that "blitz oki" you've mentioned in vids before though... BTW, welcome back Def. I wondered what happened to you.
  24. Morrigan is where it's at. I've not played VS in forever, but a competitive scene would be fun. It was a great game back in the day.
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