trippies
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Ahh yeah I see what you're saying, kinda good if you got your opponent into panic turtle mode, but if they're ballsy you can get poked out of it. Sad to hear there's no combo follow up to sakura stagger, was hoping at least a KD or something. Still good enough, what kind of mixup do you guys do with kabari? just 2k/2d or tk youz? Is it even worth it to tk youz after a kabari if you don't have 50%? it's a risky mixup without the tension it seems, if you don't have the tension do you just not use kabari or do you have other options? Against the computer on insane (like that says anything) they'll sit there and block kabar>5hs>kabari all day long, but I'm sure thats probably not safe at all.
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So even with stagger nothing is safe? That sucks lol P.S. ALso wanted to note that in the 'read this first!' guide, they cover all the normals except 5k, and c.s... c.s i figure is probably not much different from f.s, but is 5k pretty much useless? I don't see it in any kind of pressure strings so i'm thinking people mostly avoid it?
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I feel like a noob askin this but..I've been able to pull off all the technical things I need, youz rc is easy, the super low dash tatami is cake, but I'm having a lot of difficulty timing the super jump after a regular 2d > tatami setup, which is really giving me problems against jam/may, I'm also on a controller not a stick. Does anyone have any way they buffer in or time the sj.p ?
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Hey just wanted to say I have to agree with previous poster, you guys made it muuuuch easier. Thanks
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wake up pressure, deep/low j.k is awesome, just curious though, would 6h, make for decent wakeup pressure if you timed it JUST right (against pc i see them IB it and still can't get away). Just wondering since it can cancel into sweep, tatami, normal/tk youzie for high/low mixup, and builds guard meter...I'm assuming biggest danger is they will grab, but if you timed right they shouldn't be able to right? Also, given circumstance where you know sakura will stop next move, but you don't have any tension to frc, better than being stuck turtling w/o tension, how do you follow up tensionless sakura?
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Holy crap I wish venom forums were even half this organized With that said, baiken was one of the first characters I started to learn. I don't have much advice to offer baiken players, but maybe some advice on writing the guy (which I'm loving so far by the way). Since this is a LOT of work for any one (or three) players to make. Why not divide some of the sections you plan to make in the guide into sub forums, let other experience baiken players put their input in, then all you would have to do is scan through the threads for the useful information (this could be a pain with the vs char section, but for a lot of the combos etc. would make things easier. To the person who has translated all the combo vids with baiken, That would be a GREAT section, though maybe start a thread to discuss which combos from the vids are the most useful. As a lot of combos are usually just to be flashy etc. you guys know this. Defense! Omg please make this a seperate thread to kill and add to the guide. When to use WHICH GC, what moves are always safe to GC etc. Super important stuff here. The vs char section is probably the hardest to ever put up IMO. One of the things we did in the venom forums that eventually got incorporated, was listing out your preferred pressure strings and oki's. Not just the standard, but any personal styles that seem incredibly effective (this should prob. only come from the players who get a lot of practice with other experienced players). Sneaky ways/times to slip in a tick throw, etc. Wish I could give a lot more info, getting tired of dealing with venom's lack of defense and picking baiken once again. I have two questions as well. The first is about the youz-FRC. played w/it couple of times in training, it -LOOKS- like if you pop it after a late low AD or something could you FRC for cross over? I know everyone seems to use it as a weird expensive bait for a j.k but i'm thinking if you pop it RIGHT above the person, seems like maybe you can crossover land quick enough to do a throw/low cross over? As hard as it is to do, I'd probably still pass, since you could just run youz>RC for the high crossover, but if you can do it reliably, might give you a cheaper crossover for 25% instead of 50%.. Second question....the H-GC...PLEASE tell me there's a combo you can pop on at least ONE character from either a clean or CH status hit. just my 2 cents, hopefully at least one thing i said in here made sense and was useful :-p
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Ok, I seem to have trouble with my friend's HOS. I rarely get to play him so I don't have a chance to adapt to his style but that shouldn't be necessary anyway. Opening round I'm usually pretty good, i'll either go for a 2s, cr/sa if i think he's going to backstep i'll do a S-DHM, if i think he's going to dash back i'll do a H-dhm. I can't seem to have the advantage in any situation. Anyway, this is a rundown of what happens. We distance up, i start throwing balls, he slowly closes distance with his slide and other moves, as we close in i'll get a knockdown, and as i try to do any oki setup. A couple of things happen. If i do kball, j.k dash, i get uppercut, uppercut eats my ball, and pops me in the face. if I try to do a ground ball, follow behind, and then stop, his uppercut eats the ball, and when i try to hit him, he stalls with the charge move in the air and lands as i'm recovering to smack me in the fact. If he sees i'm not attacking he FD-lands, and I can't pressure him. by now he has level 2 and he can use that fireball punch to eat my ball and slam me on the ground. now he's pressuring me. I can't poke him because all of this attacks, (the high attack, the hardslash attack and the fire punch) all have better priority and he ends up CH me, or even each other, where i'm boned and he recoveres and screws me. From here he spams fireball punch, overhead attack for distance and forces me into block where he fakes into grab and thats a 70% combo right there... PLEASE tell me you guys have experience fighting a HOS. >.<
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yeah, anji's pressure is a bitch for me too I know back in slash someone told me this is when to attack (and i'm sure this is true on accent core). If he's doing the corner pressure and using his airhop to close the distance again thats his window of vulnerability. My guess you can either dash forward and dodge it completely maybe catch him with a 6h facing his way (or you could do 2HS which seems to have good luck and turning around quickly) into w/e. I dunno if you can j.s, you might CH each other, but i'm willing to bet if you did a j.D as you were both going up you'd hit him before his hit box becomes active.
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So, unless i'm doing something wrong (in which case guys PLEASE correct me).. It appears you can do a c.s(3) into a DC against certain characters and thy can't tech, for other characters like sol, etc. that have different timing it WON"T work. After testing this on everyone, here is the list of characters it WILL work on. WILL WORK: Ky Potemkin Testament Johnny Zappa I also wanted to note, that using c.s(3) into a DC adds the 'airbourne" property to the dc, similar to that of grabbing. So that means if you have ky in the corner and catch catch him with a 2k, c.s(3), d-dc, you can follow into 5k, 6p, 6h, warp, c.s, DC Just wanted to share in case this wasn't already covered.
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We've got a LOT of stuff here, but I think it would be best to break it down to our B&B some of the stuff you stick to the most. Variation is key with venom, but you HAVE to have staple stuff to fall back on, as we all know a big part of GGX is muscle memory (specially with frc's combo's/loops etc.). This is some of the basic stuff I tend to do, hopefully you guys can break it down the same way. keep in mind, I'm at work so I can only do this is off the top of my head, a lot easier to write down when i have the game in front of me. Starting match: I tend to go for either a 2s, SA/s-CR. Depending on the person/character I'll do 4s,2s,sa/cr. Ball pressure.. My ball pressure really sucks to be honest. I stick to throwing out quick p/s balls for ground pressure/AA, I'll use the typical j.k,air dash, or k ball warp but nothing too great. Advice here would be GREAT. Ground pressure: Almost all of my setups go 2k,c.s.... assuming they are going to block anything you throw at them, what do you do? I usually go 2k, c.s(1-3), s-DC,2s, CR/SA> then sa(frc if i have bar) dash in and rinse, if I expect them to turtle I'll throw CR instead of SA and just dash in afterwards, this is risky if they attempt to exploit a possible opening If i have bar I'll usually go 2k.c.s(2-3), 2396D, dash in, 236H, 6p, 6h, CR, 6p, 6h, dhm, ball (throw in 2D anywhere for low instead). *I've seen people link into a c.s(3) and then DC, but i always thought they could tech from that, haven't had time to check (mostly come here at work) Out of a sweep, if I'm close I'll usually just drop a p/s ball and P it and charge in behind. K ball, 9jk, 66, j.s, 236D(if I have bar), if not I might >236S, 2k, c.s, DC. If they're in the corner and i'm at the k/9k distance i'll dash in and do j.s, j.d(if it connects they'll bounce in the corner), and you can c.s, into DC, or whatever you want, *but I think since it's from j.d w/o CH they can tech if you try to c.s, 6P, however, I think that means it should also allow for a DC loop as if grabbed since they were in the air. Thats my basic high/low ground pressure. Grab combo. At mid screen I really don't know what to do with myself when I grab, maybe either 2396H and then 6p, 6h, from the flip, or S-DC,2s (depending on the distance, the 3 ball block will be enough to give you time to get in), sometimes K depending on the distance. In the corner I like to go grab, d-dc, 6k(i just hold early), 6p, 6h, warp, c.s, dc again. This combo gatlings directly into 2s loop, as well as pball, 2s, hs, pball (but this one will knock you much further back than 2s, dc, 2s, dc, 2s, dc so 2s is probably better at least in terms of advantage, leaves you closer and I think buys you more time for another ball drop after dc) *I'm NOT sure, but I THINK it's possible to loop, d-dc,k,6p,6h,warp,c.s(1), d-dc. I know some people can tech, but I dunno if everyone can? anyone know? Air grab: fuck me, usually they're too high for me to do anything more than a j.s,j.d before they tech so I'll usually just let them tech and ball drop, and try to pressure as they land.
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one more i forgot... grab in the corner, DC-K, 6k(5 is fine but i like to hold ahead of time), 6p, 6h, pball, 6p, 6h (wasn't sure if it was going to work so i just finished with a HS-DHM and did 118 and they're on the ground..)
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so I'm nto sure what kind've combos you guys use in the corner for grabs. I'm not very good at the whole grab, delayed j.s, j.d trick, so i've been using the grab, DC-D, 5k, 6p,6h,warp, c.s... now from there it seems you can't repeat because they can tech. However you CAN link into the c.s into DC-s, 2s, DC-s, 2s, loop oooor you can get in the dc-p, 2s,hs, dc-p, 2s, loop. (from here i'd probably dc X drop a 2nd ball for wakeup pressure). Just wanted to share!
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I agree, the biggest advantage for venom is he has MANY options of doing the same kind've pressure. You don't want to be a one trick pony with venom. However you want to make sure with venom you get the most out of every hit and knockdown. I like the combo enokrad mentioned, I personally do the same one, but I didn't think to go from 2nd d-dub to s cancel, 2s, d-dub, pball cancel. With that said, nooj you mentioned, you saw n? do a simple knockdown to do dball, 2s loop pressure? You mean just 2dball, 2s so 2dball touches 2s and continues giving time to repeat? Or is there a specific input for this? It's not part of my arsenal yet I'm coming up with something like this (if it works), dball, 2s, dball, 2s, (untill too far), charge back on the last 2s, SA-frc, dash in grab/sweep/fb mad struggle blah blah Just curious about the dball 2s pressure loop...(sorry I haven't been around guys, lots of work/family death/and other issues keeping me busy). I did have a combo i mentioned here's a SHITTY setup for it... lemme get crappy digicam video link http://youtube.com/watch?v=00qwz5PN1L4 this is kball, pball, 9j(late), 236d, landing s(ball bounces), dash in, 6p,6h,cr, 6p, 6h, DHM(I did FB but bleh) with both/fbDHM it broke 200 dmg, even with 1 ball and normal dhm yer looking at 180+ from midscreen Now, i'm pretty sure you can also set up the combo by doing a 2k,c.s(1),2d(2...maybe 1), into (ugh I need to go home and practice but it hink) hdub,kball(or vise versa), warp, 236d, landing s, etc. etc. if you guys can find a way to make it a little quicker/efficient lemme know! it's a fun combo
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finnish match, GREAT comeback at the end, he plays kind've sloppy, but still some nice matches youtube: cube-m vs huppumies finals...