-
Posts
3,489 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by DaiAndOh
-
Yes his charges not necessary for combos a majority of the time, but they are necessary for optimal pressure. Remember there's more to execution than combos. Frankly I'm surprised. I mained Axl for at least a year before maining Venom, and I thought Axl's execution was WAY easier (and I think it's even easier in Xrd from what I see). May's AC execution was also easier for me (I didn't try her +R 6P Dolphin combos myself though, can't comment on those). Johnny...I didn't think his combo execution was too difficult from the things I've tried so far (knowing his exact combo theory to get what you want is quite difficult though). Always been a bad matchup for Venom. Speedy characters in general are problems for him, approaching on their own terms, not letting Venom dictate the neutral game easily. And when she knocks him down, he has nothing outside of the game's mechanics to save him, along with below-average health.
-
Unless j.HS or j.S is very deep, 6P beats all of her air normals except j.2HS. For j.2HS, if you can tell which side it's going to be on as she does it, you probably have time to forward dash out of the way if it wouldn't put you straight in the corner (no room to move). You can also Blitz it easily. But you'll have to hold it otherwise. If she's jumping straight towards you predictably, HS Carcass can put in the work.
-
If it's so easy, I hope I don't see you drop anything at Apex. Having the normals is one thing, using all his tools, many of which are precision based is another. When it doesn't work? If you want to win, not matter what character, YOU MUST MAKE IT WORK. He still has a fair amount of bad matchups to fight (Chipp is just straight :V, Millia, Ramlethal, Zato are really rough too). Blacksnake has interesting thoughts on it. "Venom is the best character in the game...when he has a ball out". It's true that Venom's space control and options are amazing with it out. But in his hard matchups (and even many ones closer to even), balls are to be earned against good players. Really, learning anyone outside Top 5 + Sol might as well be a waste in some ways. Me saying that is more of "winning tournaments is the absolute most important thing to me" situation. Venom CAN win tournaments, of course he can. Then again, it's going to be hard tin win no matter who you are when you're starting out, especially in highly competitive areas like the northeast, midwest, Houston, etc.. Although I disagree with the first statement (being on point in your charge can be quite hard...well I have subpar execution I feel to begin with I admit), but this is pretty spot on otherwise.
-
5Ps on block can bait those things as well (mostly dead angle). 2D goes under some character's dead angles (doesn't seem to go under bursts in Xrd, it did in prior GGs). Teleport as well for dead angles. Watch for bursts specifically during c.S as well, then jump cancel. Sometimes, Stinger/Carcass, and even 5HS and QV will put you out of range of those when done from certain distances. Yes as Godpress said, all the hits are level 4/5 (they start at level 0 on 4gamer weird...but yes, max blockstun/hitstun). Godpress covered several common options here. I'm not too experienced myself (And people stopped trying to Blitz it in Japanese matchups it seems...maybe ask Fino or Ruu on twitter?)
-
Good idea, will help answer a lot of common questions. Some things to add. On the first combo: You can input the jump at anytime during the hitlag of the 3rd hit to get the jump asap (notable for Xrd's greater hitlag). On the throw combo: Also add that the buttons needs to be pressed as fast as possible in this case then doing j.SHSD, if not, Venom will land before j.D can come out.
-
So I actually started doing it differently on 2P side since that's where most of my problems executing it come from lol. I found you can buffer the jump during the hitlag of the last hit, then I just focus on getting an airdash with the right timing. Again not it's not a true IAD, but you're doing it late anyway supposedly. As far as easier characters go, I'm not sure, but the timing is different on Sol/Faust/Millia, so I'd practice on someone else first at least.
-
To use it in pressure, you have to know how much it bounces away (and rely on opponents fear, respect, and misunderstanding). To use it in combos...I'd rather RC it seems. Really I think unless my opponent is at low health and I want to control more space, I'll stick to RC stuff.
-
Interesting, I had heard it was Sharon's list? Or Sharon was simply the one to tweet it out?
-
I'd only try QV stuff against Stun Edge from near full screen though. If he happens to YRC that Stunedge, it your QV may not matter.
-
Blitz hurts Axl 6HS as well. And yeah this is always a strong matchup for Venom, and with Axl at his weakest (and Venom doing pretty good for himself), it's all the better.
-
Yeah, his face up and face down wake up times are very different from one another. I urge people to check the data here (with the exception of the first hit of 2D, Venom's knockdowns will be face up) http://www.dustloop.com/wiki/index.php?title=System_Data_(GGXRD)
-
Venom's back dash is exactly the same. Frame data in general seems to indicate back dashing is about equal to other versions of GG.
- 380 replies
-
- Guilty Gear
- XRD
-
(and 1 more)
Tagged with:
-
And ended up finding the answer on twitter. Important Elphelt stuff to note: https://pbs.twimg.com/media/B67f5TwCYAAzgC8.png https://pbs.twimg.com/media/B67f56CCQAEvor5.png Blocking grenade high will give her less plus frames (somewhat logical, but easy to overlook) On the f.S > 2HS string: You can backdash. On IB or normal block, you can jump, and if they're being really predictable with this string, you can even do a low Blitz (may also catch Bridal Express?) 2HS > Grenade is even. 2HS is a level 5 move, so other moves > Grenade should be minus on block (less so if at all if you FD). On unblockable setups: Getting out if iffy. Might be able to jump on meterless setups (and get hit in air with little consequence). Might depend on wakeup timing. Of note, Venom has a very fast Face Up Getup time. Reversal backdash/blitz helps get out too. On Dealing with Shotgun: The gap between shots in the corner is 4 frames. 5 Frame attacks work (so for Venom 2K and c.S, although I doubt you'll be close enough for the later). Jumping out also works. No gap with level 2 -> level 1 blasts. Stance P > HS is the only the thing you need to worry about for mashing (does not gatling into Stance S).
-
BB was out in 2008. No order in tiers My attempt S+ That Man Sol Slayer S Valentine (Diva form) Justice Dizzy S- Kliff (he's only human) Bedman (matchup dependent) I-No Valentines Testament Raven Gabriel (again, as far as I know, human) A Ky Potemkin Johnny Faust A- Zato Millia Leo Sin Jam Anji Baiken ABA? B+ Venom B Axl Chipp Robo Ky May C Zappa Bridget
-
Neutral with Venom needs to be played based around the matchup. But general rules are S buttons to poke in the midrange, keep your anti-airs on point, set balls, and YRC. They can smell your fear Domo :P.
- 380 replies
-
- Guilty Gear
- XRD
-
(and 1 more)
Tagged with:
-
2K/c.S are 1 frame faster than 2S perhaps that will help? Also if you want to spend the meter, you can RC the j.HS/Struggle. Takes meter of course, but the damage reward will be higher. You can fuzzy off a H ball set midscreen as seen here: https://www.youtube.com/watch?v=-xXxycJQOKI Also didn't even know you still played games anymore, cool.
-
So my calculations were wrong because the frame data listed was wrong...I need to look more into this...
-
Actually Venom's 5D has balls bounce off walls like FB Stinger did...but they don't bounce of characters like FB Stinger did, so it sucks (as well as sucking for being 20+ frames to launch a ball... AC/+R only stuff I can remember offhand: Axl has 2 hit chains on his AA chains and the 5P > 6K > 2S gatling from +R. Slayer has j.2K. Maybe some frame data stuff?
-
The best method is the method that gets you the Struggle you want. Personally I do 2369, and sometimes 23698 if I want a slightly higher one. I recommend practicing it while running and on your opponent while they block 5P, 5K, and c.S. I wonder actually if it's possible to RC and get a knockdown from there, similar to the FRC from +R. But yes, you and Titty covered the common options.
-
In +R Venom vs I-No was definitely I-No's favor, several players told me it was 7-3 which I thought is a stretch, but no doubt it's in her favor. In AC though, it was definitely Venom's favor pretty badly. I've heard that I-No wins the matchup in this game, but I think it's pretty close, maybe about even or slightly in her favor?
-
What's your combo for 2HS counterhit counterhit? Usually I try S Carcass into a j.K or j.S chain but I usually don't get knockdown (where I can just 6HS for that). Airthrows grab people above you in the air. Gotta space it in relation to that. I'm very bad at AAing with air throw personally, but air grab resets alone are very useful for Venom, especially now.
- 380 replies
-
- Guilty Gear
- XRD
-
(and 1 more)
Tagged with:
-
You're treating from the prospective of your skill level and matchups. Axl isn't good but he's always done well against I-No. And I-No destroys Potemkin in this game.
-
So last night I tested this combo in more depth, this is what I found: Ground Throw > (slight dash) 2HS(2) > Carcass Raid S > 66 j.KSHSD |> 6HS Works on the whole cast midscreen actually. Notes: Timing is tighter on MI, CH, MA, ZA, VE, LE. VERY hard (but not impossible!) to do on KY, likely not worth it.
-
Do note that the + frames take the landing recovery into account already in this case though.
-
As with just about all diving moves in fighting games it depends how low you are to the ground during the last hit. +7 is the maximum advantage you can get. Note that Mad Struggle is 4 hits maximum, so if you're doing it where the last angle hits the opponent high (especially if they instant block), it may very well be throw punishable. Even if you're +1-2, but in throw range, your opponent can technically punish with a throw if it's spot on, since they can't be thrown because of GG's throw protection and Venom's fastest normal is 5 frames. The timing to do that is VERY strict for them though and risky if they mess it up.