-
Posts
166 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Boss
-
WE WANT THEATER FINALS! WE WANT THEATER FINALS! .........................please:(
-
I played 2 matches with venom. i know at least 1 of them got recorded. KLT: quit hidin the finals man, that's the shit everyone wants to see.
-
thanx for the uploads. lookin very forward to tape 2. finals?
-
just an interesting lil tidbit. u can use Dubious Curve to avoid Okizeme Slideheads(or just slideheads n general) since DC has some lower body invisibility on start up
-
GASP! i have fans?! :kitty: lol! since when r they rivals? EDIT------------------------- Just finished watching the Bloodthirst Moogle matches...........so, Mac went undefeated I assume:psyduck: Nice goin Mac, how about u try runnin that back against Memphis?
-
My crappy match against Jais from Inevitable 2K8 http://youtube.com/watch?v=C7U7IYuecY0
-
hmmm.....thanx. man, venom requires a lot of work:psyduck:
-
how exactly r u suppose to do a carcass raid after a 1 hit 5S? please help?
-
Alrighty, Big Timmy(PO)....... :psyduck: Ok, first i gotta say as retarded as a match-up this is for Slayer, it's very winnable. Even I, The Boss of all bosses still has trouble with this match-up but i will provide whatever useful info that i can:keke: I think that the killing point for Slayer in this match-up is when he gets knocked down because Big Timmy has a lot of options here that ALL lead to big damage but can b dealt with: - Meaty 5K(BD bite or just BD if u can) - 6K(BD bite) - Meaty Slidehead(BD bite) - 5P POTEMKIN BUSTAAAAAAA(BD and get outta there b4 the PB) - Meaty 6HS > Slidehead (Depending on the distance u can BD bite, Pilebunker, but if neither just BD outta there) - Reflector(Same as above) - Heatknuckle( don't BD jump on wake-up all the time) Now, how do we keep from gettin knocked down by Big Timmy? RUN!!!! Use the 1 big advantage u have against him and that is ur mobility. He can't catch u but he'll more than likely try and this is where u make ur move. Continuously IAD back and forward around the stage while occasionally sneaking in a poke(5K and j.K r best) then combo. This will annoy Big Timmy and he will begin to chase u or try to hit u with a Slidehead as soon as u land from an IAD and when he does so, move in on him and get a combo before he recovers. This should b ur KEY STRATEGY: stay away until u get an opportunity to strike, strike, and take damage. I will post more useful stuff l8r but till then here r sum vids of SL beating PO. http://youtube.com/watch?v=NF0KoR8Zd2E&feature=related http://youtube.com/watch?v=CxY7Nhv6Mv4 http://youtube.com/watch?v=0x9gg2DozI0 http://youtube.com/watch?v=81VjO4piIsg begins at 4:26(My match from SERv2 against Marnichiban's PO. It's old but it may b able to help some of u all.)
-
Alrighty, Chipp......sigh:psyduck: First let me say this, CHIPP IS BY ALL MEANS NO PUSHOVER!! Now, this is a match-up that i'm very familiar with and i must say that this is a match-up that will truly test your defensive capabilities meaning......U MUST BLOCK!!! If u go into this battle thinkin "Hey, all i gotta do is hit him 1 time and it's over" so u try to rush him down to land that "1 hit". Unless the chipp ur playing against sux at defense, U WILL LOSE THAT WAY!!! U should play calmly and wait for an opening. I would say that the safest way to do this is to fight chipp on the ground. pretty much all of chipp's air normals come out before slayer's and once u get hit, ur gonna hit the ground. This is where this match-up gets stupid. Here r a few things to look for when ur knocked down by chipp and some options in counterattackin: - HS teleport droppin down with a meaty j.HS(This 1 is a bit tricky because chipp can do the move where it hits u once or twice and there is really no way of knowing which 1 chipp will do so u must be cautious.) Option 1) Block the first hit of the j.HS and Slashback the 2nd hit in order to give an opening for a combo but b cautious because if he only hit u with 1 hit of the j.HS then u may get combo'd. Example) 2K > 2HS > BBU > HS > IAD > j.D > j.2K > j.D (u can do much more than that but that just for the sake of the example) Option 2 ) If ur good at reversal BD u can BD airthrow chipp for a knockdown and mix-up opportunity although it's very risky so don't attempt unless ur consistent with ur reversal BD timing. Option 3) Gotta have 25% tension for this 1. U can reversal Dandy(K) and FRC to avoid the attack completely as well put a lil bit of distance between u and chipp. Although this should only b attempted if ur consistent with ur reversal Dandy(K) timing. - HS teleport droppin down with a meaty j.HS but canceling it into an air Alpha Blade (Now this chipp tactic is very dangerous because it makes u think that u have an opening so will try to move or attack after the blocked j.HS and get hit allowing chipp to land a free combo and or knockdown) Option 1) Just block(IB if u can) and only try to punish if he flies into the corner with the Alpha Blade. Otherwise b cautious try to react to what he does next. Option 2) BD airthrow Option 3) reversal Dandy(K) and FRC because chipp is gonna try to the Alpha Blade after he hits u so if he doesn't touch u.....no Alpha yay.
-
aight cool. Let the Q-n-A begin!!!!
-
http://www.youtube.com/watch?v=0GMpwU3fNVw SL vs JO http://www.youtube.com/watch?v=oyA-x5wg4V8 SL vs ED http://www.youtube.com/watch?v=yu5B2XK0wT8 SL vs BA http://www.youtube.com/watch?v=N5Ftv8gqfiY SL vs KY http://www.youtube.com/watch?v=eR6oXLhadnU 4 those that haven't seen it BLOODLINE slayer combo vid http://www.youtube.com/watch?v=HFBeekhC9RA SL vs SL http://www.youtube.com/watch?v=fr6WAHJhdGk VE vs SL http://www.youtube.com/watch?v=4fW4SDDaFno ED vs SL http://www.youtube.com/watch?v=G7lP8vWxw7s CH vs SL http://www.youtube.com/watch?v=v-W8b7yn9Uw SL vs CH http://www.youtube.com/watch?v=yFtH3ix5XX8 JO vs SL http://www.youtube.com/watch?v=XMxTr4sQZcs SL MI ED vs VE AN SL
-
****PLEASE STICKY**** Just noticed how we don't have 1 of these so i started to make 1. Our match-up thread has been flooded with questions about how to do this and that that match-ups aren't even being discussed so here u go fellas. This will b the thread where any question u have about AC SL can b asked and answered.
-
end ur command with diagonal up forward. this vid will show u what it looks like. although it's GGXX, it still applies 2 AC. http://youtube.com/watch?v=hBHZgXhlxtQ
-
yeah, sorry i confused u guys. the j.HS strategy isn't an all the time thing at all though. just another option when dealin with an anticipated uppercut;)
-
well, u c ur jumpin as soon as they get up so unless they're another slayer player, they can't air throw u because if they try they'll just b jumpin straight into ur j.HS. as soon as the j.HS animation ends press k so u'll b droppin down with j.k. the fast air throw thing? i know with slayer u can just BDC jumpin forward while pressin HS.
-
How to deal with May this is a battle slayer needs to fight on the ground. j.HS rapes slayer in the air so air battle is out of the picture. i say the best way to fight may is by takin a very cautious and defensive approach.....at first. may's r mainly jumpin around swingin the anchor, throwin out dolphins, and being annoyin. ur instinct will probably b "get back here bitch!!" so u go after her and catch a mean j.HS and lose lots of health. make her come 2 u, if may is chasin u then the battle is greatly in your favor IMO. - counter her attempts 2 attack u from the air with 6p and 2S. - counter ground attacks with 6p. - block the hoop dolphins while payin close attention 2 what may is doin and prepare 2 block her follow up and or counter it with either 6p or 2S. depends on what may does. - be very cautious of her command grab. that's the only advice i can give on it because she's so fast and it seems pretty easy for her 2 just run up and snatch u up when u least expect it:psyduck: MOVES U SHOULD USE 6p - this move is absolutely great in this match-up. it beats horizontal dolphins ALWAYS, j.HS, 6p, 5k, 2S, and vertical dolphins with correct timing. try 6p'n may everytime u see her use a dolphin. if it hits mid screen u can try 2 carry her 2 the corner with 5k + mappas. if it hits near the corner, 5k + mappa then combo her for big damage. 2S - i pretty much use this move as soon as i see may jump. it will work as an AA against j.HS and j.2HS as well as all her air normals. the key 2 AA may with 2S is pretty much timing. u have 2 time it where it's like may is fallin on a spike if u get what i'm sayin. NEVER try 2 2S may when she's low 2 the ground because u WILL get countered and feel her wrath. the 2S only works if she's fairly high above u. when she's low 2 the ground use 6p. MEATY 2D - this isn't essential to winnin this matchup but it's very useful. very meaty 2D can beat wake-up vertical dolphins. i only say can because i'm not 100% sure if it always works but i know it does for the most part. since may has crappy D when it comes 2 gettin out of pressure/mix-ups, USE MEATY 2D!!! from what i know it's really nothin she can do about it other than get hit or block. 6HS - this move as slow as it is, is freakin awesome. not only does it have hella priority but it can b used to move in and to catch may in her air dashes. i also think that it clashes with dolphins if it connects within the last few active frames. J.HS AT THE PEAK OF UR JUMP - i do this a lot actually and it works:thumbu: after u land a knockdown, jump in and do a j.HS at the peak of ur jump and if may does a vertical dolphin it will either clash or give u a counter hit for a free combo. if it clashes, do a j.k after, land doin a c.S, and proceed 2 combo. MOVES THAT SHOULD B USED SPARINGLY OR NOT AT ALL P OR K DANDY STEP - dandy step isn't very good in this matchup because may can punish it 2 well. she can command grab u out of it, 2HS followed by the dolphin loop, and use dolphins 2 interrupt it just 2 name a few of her options. i would only use this move in ur OKI game followed by "under pressure" and or "it's late". i recommend "it's late" only because i think may can vertical dolphin u in between the 2 hits. try doin it as meaty as possible. 2HS - use this move to punish blocked 3k. u'll get a counter hit and free combo everytime. i say use this move sparingly because if may jumps over it.....COUNTER....dolphin loop....possible death. MAPPAS AND MAPPA FEINTS - mappas can b countered by may's 6p so b cautious when randomly usin them to get a "quick hit" in. try 2 only use them in combos, to catch may in her backdashes, and if ur far away while she's gettin up. mappa feints r both good and bad in a way. i wouldn't recommend usin mappa feints at all when may is airborne because that's easily a COUNTER.....u know the rest. u should only use them in pressure, mix-ups, and to close distance when she is knocked down. 6K?! - although this move is essential to stupid slayer mix-ups, u should b very cautious when usin it because may can backdash 2 avoid it or vertical dolphin u for a stupid dolphin loop.....sux. i recommend that u use this move after makin may think that ur not gonna use it by repeatedly usin 2D and meaty "it"s late" so when u start usin it, it'll b guaranteed 2 hit. alright folks there's my 25 cents on the may match-up. feel free 2 correct me on any errors i may have made about anything regardin this. hope it helps u guys out. NOW GO KICK MAY'S SORRY ASS!!!!!!
-
Venom: Originally posted by POscrub: * Average Damage D: Because his good stuff depends on having Balls set, situation specific. * Max Damage B+: Gatlings containing 5S, 6P, etc. can get the guard gauge flashing in a hurry, so big potential. * Pokes A-: f.S, 2S, Ball, Stinger Aim and Carcass Ride are all effective. Payoff for connected pokes is low though. * Pressure/Lockdown S: Although you could argue that Venom pressure/lockdown is a bit reliant on meter and that there's many opportunities to Slash Back, it's still the best in the game. * Mixup B+: Although he has no overheads you can't react to, it does leave you at frame advantage, so you can hit confirm -> combo off it. [Ed. note I think they're referring to Mad struggle, 5D is -12 on block]. Fuzzy guard mixups off Renkei are really useful. * Okizeme A: The different ball patterns alone already give a lot of options, the fact that the order the balls are placed in [order of Ball Seisei] also changes their position only adds to that. * Against ground C: j. HS is the mainstay, Mad struggle (dive) has poor priority. Pretty much average in this category. * Against air A: 6P, Carcass, 2H, 6H, rising j. D (jump and immediately D) all have their uses at depending on the range and particular situation. * Breaking out of Pressure E: Well, at least Venom has a good DAA but... you guessed it, Venom is worst in the game at this. * Defense C: Absolutely average * In general A: 地上で優位に立てないキャラは飛ばされて落される [shruuuugs, I suck at grammar. If I had to guess, Characters who don't have a good ground game are forced to jump/take to the air, where they get shot down.] * Overall Rank: B. Definitely not midtier. [Ed note: guess, I read it as meaning Venom is definitely above average] * Good matchup Johnny: Venom owns Johnny in general. * Bad matchup Slayer: Matchup is better in AC than it was in Slash, but Slayer still tops the list of characters you don't want to fight.
-
VENOM!!!!!! please:(
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
SLAYER BEING COLD-AS-A-MUG!!!!!!! (don't ask) http://www.youtube.com/watch?v=eoStHPf8YOg and the great Saku match that u guys were talkin about http://www.youtube.com/watch?v=PKfMfjFJEH4
-
VENOM.....? can i please get sum venom?
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
venom please
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
The first screen from Street Fighter 4 was shown, and it has been confirmed that the game will have 3d models/backgrounds, but it will play in 2d. hopefully capcom will get it right this time and from the looks of this screenshot, they mean business http://www.1up.com/do/slideshow?page...&mId=3448 787 __________________