trippies
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Can't seem to connect, i go to vs netplay and it brings up my char information and nothing else happens from there, the only thing i can manage while i'm in there is the status/win loss and exit. Also when i try the router page even with ggxx loaded it still tells me closed. Any words on this? I'm sure people have asked before but i read through a couple pages and can't find out how to fix this...i'm on wireless
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eh, to be honest with you, my ball game is really weak right now in accent core, I'm still habitually using older formations ( some of which don't even work anymore >< ) yeah I've been playing with the 236d,236h, as well, great easy setup. So I hate to be the one to say it, but looking at our combo lists, it looks like venom is really all about grabbing you by the balls.
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So there's a HOS player named ceo of darkness that lives down here, and i can't seem to get him. We mostly played slash, haven't had time to play more often. But at least in slash, our games would look something like this.... game start, I usually win the start with either 2s, cr/sa, or with a DHM depending on what i think he'll do. When he gets momentum going He'll double spam the reverse block slide and usually catch me once with it, so I tech back, drop a ball, jump hit the ball to dash in, he slides again fire catches me for more combo, i land. and he pressure blocks me into the corner where he mixup grabs me for stupid hos combo dmg. If i try to apply wakeup pressure with a jump hit ball dash he upper cuts me. >< If i dash in behind my ball, he fire thrust-punch (sorry i don't know HOS moves). And basically destroys all my reset pressure. If I DO get the dash slash to connect i usually follow with like j.hs, sweep, CR, c.s or ball setup. Only hos seems to grab me out of the j.h every time and mad struggle's pause seems to be enough time for him to spam that damned fire uppercut. >< My only hope is when i've got the momentum, which i usually end up flubbing a TK-MS or something else and lose it all. 2H seems to do pretty good against his dash attack,AA, but it's not a game saver, since half the time it leaves you on equal footing when you're lucky. Anyone have any trouble with HOS? It's not supposed to be one of the harder maches but his pokes always beat mine. I never seem to trade a decent hit with him, and his 2 hit uppercut/fire priority seems to kill most of my pressure game. 6p might help me out a lot in ac to help connect a lot of the 6hs. His grab (at least in slash) seems to out distance venom's which screws up a lot of my game. Though i'm hoping to fix that with some cr/sa cancels. Also titan, get your ass down here to florida, we got flash metroid, and some other decent players. Plus ryujin and I are probably the ONLY venom's in fl and we could both definitely use some guidance :-D We have monthly tournaments.
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so just wanted to point out, the training mode combo i mentioned.... after doing the hball, pball, 9j, 236d, landing s, dash in... instead of the very typical air juggle, i decided to see if i could link 6p, 6hs and still get the bounce before they hit the ground. the answer is YES YOU CAN I did a simple 6p, 6h, CR, 6p, 6h, H-DHM(not even dust)...and.... I BROKE 200 damage! so i definitely think this combo has potential, i'm also pretty sure you can skip the hball and just drop a pball for it but obviously the hball adds some meat to the 236d anyone please try playing around with this, even if its a little lower in damage it would be awesome. I will see what i can do about possibly uploading a small video in a day or two trippies
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aim: trippies (we've played at the one tourney in lake worth). anyone can hit me up, although I'm not really that good, i was just willing to do some grunt work. I did all the CR ones because it requires less timing so it would be easier to post up here all at once. the 6p ball SA FB works pretty good for me too. I got the timing down on the combo, it's great :-D
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hey thats not bad, sounds like it should work fine (at work can't playtest) off my head couldn't you also do c.s or s to do wall bounce? or would it be too much to continue combo? I figure if you can use the c.s(1) similar to the mid screen throw combo you can probably jump cancel from the c.s and do the same (maybe). Not sure if the physics for it are right, but should help with prorating. Also, has anyone tried the combo i mentioned from training mode? Hball, Pball, 9j(regular jump forward), 236d(get in a little before you do it), s(as you begin to fall) hits pball, land, pball floats long enough for you to run in and c.s(3), jk, js, js,jh,ball, or whatever air combo you like. the combo i used with c.s into w/e did about 168 damage, so it's comparable to your typical 6p,6h combo's... After thinking about it, it MIGHT be possible instead of c.s(3) jump combo you MIGHT be able to run in and 6p,6h,CR etc. not sure if the 6p will float them long enough for you to get 6h in there though. in which if i could see probably a corner version done maybe using HS on the pball in the corner (probably have to use a different setup than the h,P balls, but thats fine for something after a reset, could give our high/love game in a corner some extra options.) Someone please tinker with this, there has to be a similar setup that lets us do it under different conditions.
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if you look at the nuru vs i think naqn or whatever (venom vs jam, it's on the video thread) http://www.youtube.com/watch?v=3Ms8XD8DnJU (in case yer lazy hehe) in the 4th round he does a combo (twice) that looks like corner grab, j.s, j.h, j.D, 6p, 6h, 2 balls, reset, repeat. I seem to be having trouble pulling it off, i'm doing it against jam, but it seems like either my hard slash knocks her down too fast for the dust to connect, or i connect all 3 but it's not a beat combo (techable)...any tips on the timing, and practicality of it? Also, the throw, pDC, 2s,5h,DC leads into loop? or just a high damage reset?
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PKS: P ball stays, you're left w/2 balls next to each other at mid height k ball goes out (9) PKH: replaces Hball PKD: NEAT!!! travels all the way, replaces far balls but L/C, same distance final ball frozen at the very top of screen might be good for air zoning...maybe (while visible, if used right the high ball could probably go undetected, as it's above lifebar) I almost missed it and moved on while making this list PSK:replaces pball PSH: leaves 2 balls sloping 3 at Hball length PSD: hard to describe leaves far ball at chest, even further ball above head(think old 6p height) and a final third ball at foot height in PHK:leaves 2 balls going 9 close ball within p range, punching makes them split PHS:nothing, front ball follows cr PHD: skips low ball follows and leaves a very far and somewhat spaced out 9 slope at H(maybe +) range KPS:two balls next to each other at waist height KPH: replaces high ball KPD:OOOOH very similar to the PKD mentioned above, only leaves final ball even higher, only the glow and a TINY sliver of pink can be seen without jumping KSP:leaves a VERY close knee high ball, and a med range waist, far ball left untouched KSH:neat, all three freeze then the top one shoots off, leaving another 3 frozen only slightly lower, very cool, makes a nice wall in front of KSD:NEAT as well, leaves 3 balls in a curve going L/F and 4th ball SLOOOOWLY goes 9 KHP:replaces 1st two balls, 1 close to you, 1 at S range, and one H KHS:replaces front balls, next to each other c.to venom KHD:leaves 1 balls total, replaces far ball, leaves low ball alone SPK:replaces first ball SPH:neat, comes up, makes far ball move, refreezes and makes the closer fball leave again, left with L/F(3) line at H+ distance, low ball left alone SPD:OMG smiilar to KSD, check these out SKP:same as KHP basically SKH:similar to KSH (see a pattern here?) SKD:similar to KSD, check this out SHP:similar to KHP SHK:leaves 1 close ball and 1 far low SHD:makes a low triangle at H distance with front balls frozens, could be decent actually SDP:similar to KHP SDK:leaves 1st ball frozen, rest untouched SDH:similar to KSD but faster HPK:leaves 2 ball going 9 HPS:nothing, front ball follows cr HPD:leaves frozen far ball where H was, low ball untouched HKP:similar to KHP HKS:not bad, 2 frozen balls next to each other and an unfrozen behind you, good defense? HKD:eh, leavevs a lower h ball and an S range low ball(unfrozen) HSP:sloping 9 line of 3 fballs HSK:eh leaves face height fball and regular low H length ball HSD:makes another triangle like previous one(SHD) but first two are kind've spread out, might be the same as other one HDP:replaces close ball HDK:leaves two sloping (3) fballs at S range HDS:nothing, front ball follows CR DPK:similar to KHP, hitting P will make a split DPS:nothing DPH:replaces the closer of the far balls DKP:replaces first two, makes a 9 slope starting close DKS:replaces 2 next to each other, close DKH:same as DPH above * DHP:replaces first 2, makes a * * design DHK:leaves 2 fballs 9 slope, top ball prange, lower ball srange DHS:nothing
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ryujin! the only venom i'll probably ever get to play against!! So I've had AC since it came out basically but i've been really busy with work and gf haven't had time to play much. this is all i got so far.. New HS-SA-FRC frames have made it easier to do the old 2k,c.s(2),4hs,hs-sa-frc66, repeat, easy to get a 15+ combo going without problems in training. Another combo, this doesn't work, but i would love for someone to mess with it and find a way to make it useful. Make sure training is at startup(no movement yet) hball, pball, 9j, late FB MS (hits hball and opponent), falling slash(hits pball, bounces hits opp and floats), dash in, c.s(3), j.k, js, js, jd does about 168 damage, but spacing is pretty strict, probably too strict, might have potential in corner with different balls but similar technique. Hopefully someone else can play with this and see if there's any potential there. Probably already covered this, but hey, if i add one new mix i'll feel like i contributed. i'll add directional numbers in case it helps(in relation to the original ball), sorry if it just clutters the post. Also I'll use abbrevations like L/C H/F in this case: L: lower H: higher C: closer F: further FB CR freezeball list. pball: freezes ball slightly L/C(1) than where pball was. kball: little bit front of venom's face about as far apart as pball but literally in opposite side.(9) sball: (does not freeze, both of them go at FBCR angle) h ball: H/C (7) about the same spacing as p and k from original ball. Dball: same as sball, both follow CR trajectory lvl two, this gets a little interesting P-X ball: takes on the property of X ball above (s doesn't work etc, pball never gets hit) p-D(EXCEPTION): leaves ball very far, slightly L/F than H ball (not much lower) K-P ball: same positioning only a little more (1) than before (same spacing appears to be from all the balls) K-S ball: interesting one, puts both fballs(freeze) right next to each other, about chest height on venom K-H:leaves ball slightly 7 of hs ball, k ball stays K-D: neat, both balls bounce twice, hits 3rd & first 2 get stuck far S-P: switches from one high then one lower(3) to close one low and 2nd one higher(9) same spacing basically flipped over S-K: leaves single ball where close ball was, other ball untouched S-H:LOL this one is fun, basically this one is 9 slope, when ball hits, freezes far ball, 1st 2 go up, come down, hit fball, and then fball moves and 1st 2 freeze highly recommend you check this one out, not necessarily useful but S-D: (also does the same fball switchup effect) this one leaves one ball above the other at waste and foot height. (low ball a little further away) H-P: replaces pball but C/L(1) H-K: both balls go and leaves 1 ball face height within p range H-S: no effect, front ball follows CR traj, back ball stays H-D: no effect, further ball stays others go CRtraj D-P: replaces close ball L/C D-K: replaces first ball L/F D-S:no effect D-H:replaces first leaving it l/c from 2nd I'll make post 2 for bigger combo's
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holy crap lots of good material here, i'm gonna have to sit down with the game tomorrow and thursday and start practicing some stuff. one thing i do wanna throw out there that i noticed just from playing last time, FB:CR is "OK" for some corner pressure since you can do it early instead of on wake up and if they try to move it'll usually come down on them HS-Mad struggle in the corner seems to have more untechable frames, it's absolutely possible to dash in and c.s into whatever you make your combo, so any sort of 2d,(IAD)s,236hs(flip), 66c.s, jc, <combo), pretty sure you could also do 236H, into a quick 66(2), 2HS(2hit) s-CR ( possibly long enough to dash back in for c.s or you could always go 6p,6hs, <combo>) SORRY if this sounds scrubbish, I've only gotten to play the game for a couple rounds so far, even though it's at home. keep up the good work, you guys are rockin!
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Hey, my friend wants me to post this for him, he knows it seems like an obvious question but no one's mentioned it. cr. S pulls in on hit/block now. Does this mean that you can spam cr. S now to pull them in while in blockstun until they're in range and link it into a potemkin buster? Anyone out there to test this or confirm?