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Everything posted by DaiAndOh
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[Xrd] News & (Theoretical) Gameplay Discussion
DaiAndOh replied to Shinjin's topic in Guilty Gear General
Pretty sure the sales of that go to Atlus given they develop and publish the console version... -
I had no idea it was....and source about that? It's a projectile but I imagine that wouldn't affect it?
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Ah ok. In those cases I'd probably just leave it at c.S > j.HS to guarantee knockdown. Not like +R where j.HS 99% guaranteed knockdown...
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Hit the ball with j.K or j.S. When done right the ball is the meaty. Then: Landing on either side with 2K. If you're going to land on the side they're facing, airdash in their face with two air normals (probably j.SHS, j.KS maybe needed if you're lower height). If you're going to land as if it was a crossup. You can airdash backwards and j.S, which hits crossup, or j.P which will whiff and let you get a throw on most people.
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I missed this combo somehow, does it work when they are higher up in the corner?
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While that part is a bit more gimmicky, teleport keeps you mobile and active. You can also keep the mobility up by cancelling into teleport from a summon by holding the button down. It's essential to playing Venom in this version (and it's actually the fastest it has ever been!) However, very rarely do you want to teleport without a ball out.
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j.S is just as fast as j.P. It has much more recovery of course if you whiff though. j.HS has a much better downward hitbox than j.K, except crossup wise. It's only one frame slower.
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Moved this here. Venom is more aggression that can zone, rather than zoning that can be aggressive btw. Also his pokes aren't very active and are thin but cover good horizontal space, have to be precise. Many opponents won't let you get balls out for free, you need to earn them (or YRC setting them). There's a lot to write about Venom and his gameplan, and that's part of why I haven't touched a full wiki writeup yet (just moves and basic gameplan, check it out if you haven't yet). And it can take a long time to get the hang of a character like Venom who requires knowledge and precision. Pressure starters are mostly 2K, c.S, airdash normals, blocked Carcass Raids, blocked hit balls, and YRC Stinger and Carcass. c.S is the general point you should be confirming if they hit or block, and if they're standing or crouching. Work from there. If you haven't watch high level videos to see if you can get an idea on what's going on there. The players to look for are Fino, Isamu, and Sanma.
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A tip I got from looking at the JP Venom wiki, against Blitzback (them Blitz shielding while rejecting), a low risk idea is using QV since it's a projectile. Thinking about it more, there maybe more time to charge it too. At worse they block and you get a charged ball.
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Yeah I noticed this weekend sometimes c.S(3) would get 3 blocked hits on her crouching. Seemed a bit inconsistent, is it spacing dependent?
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6P vs Bandit Bringer last game used to be 6P favor mostly. I haven't fought against it enough to see it this game. However if it does work, then that's great because now you should be able to get 6HS after it. 2D vs Revolver is a guess but you can react to Bringer! And yeah that's a thing but the reward was generally low, but 2D floats higher this game, should be guaranteed a S Carcass, and from there... Against Revolver, the key is to IB it standing. That will let you get guaranteed punishes. Venom in general has a hard time dealing with low profiles because they go under 2S. S Carcass is generally the best way to keep them in check. Grand Viper's risk vs reward isn't that good in this game, especially compared to AC/+R though, so you won't see it as much here generally unless he has meter or is being nutty.
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Patience, mobility, meter management, and precision. In addition, once you actually catch them, do not let them go. While this matchup is still very difficult, coming from +r where she had 3 different pin variants, that part of the matchup feels easier at least. Millia's neutral relies on her speed, her pokes are subpar and she has no guaranteed meterless approach outside of pin. I believe the optimal pin solution is jumping ib -> Airthrow her.
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Character wakeup times should be on the DL wiki. Remember there's separate wakeup times for face up and face down.
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Quick example I found (even though it doesn't workout that well here) https://www.youtube.com/watch?v=kIS1tv3txBs&list=UUkXtcsyQ6g8coNrclPvt29w#t=43m28s
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Most of these are known or suspected, but are essential. On the last note, it's because you get warped to the spot where the ball is as the teleport input is accepted. This is when the ball is still in motion for positioning though, which is why the locations are different.
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Interesting about the Bedman stuff on the throw combo, could have sworn I saw the whole thing work on him, but must have missed that detail. When you say Valentine, do you mean Ramlethal or Elphelt?
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While he's not built around them, they are very essential to zoning and pressure. Carcass is also essential to the optimized throw bnb. I say just practice and keep at it. I think his most important Carcass pressure string is 2K, c.S(2) Carcass, since it will work on crouchers. Try practicing that!
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S>P can be seen in one of the latter Isamu 30 minute video. It will let you do pretty much any kind of mixup or pressure starter because of the time they need to spend blocking the spaced out pool balls. Maybe even setup an extra ball or 2? It's also strong against wakeup Blitz imo since you can meaty their attempt to Blitz the balls. HS is setup after a sweep. Then you do a slight dash jump. You can do early j.S to only hit the ball and whiff as the opponent gets up, then go low which is the common route. You can airdash as you reach the ball instead and go j.S>j.HS, which you can YRC before air dashing both to make sure you get the airdash and mess up your opponents reversals. You can do j.HS which will whiff the ball, followed by Mad struggle.
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Oh sorry, on AA 2HS, on counterhit you're guaranteed a S Carcass > 6HS at the very least.
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Hmmmm I imagine Venom would usually get donked on the head in most QV absorb situations though, but could be good to know anyway.
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Not sure how long you have but most of Venom's standard oki setups should apply after a QV (which would be K and S>P setups primarily). Generally you won't be able to do combos off it when used as a pressure tool, on counterhit you really have to be looking for it to happen to be ready for a followup (even in high level matches, QV followup to counterhit is very rare), but generally you should be able to use Venom's general combo theory there.
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If you blitz shield Task A Prime (teleport projectile) you can get a near guaranteed throw on him since he'll still teleport next to you. He has to jump to avoid it, so make sure you OS throw with 6S+HS!
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Not sure on Venom vs BDC fully. The best advice I can give you at a glance is that if you're meaty, he has one frame to reversal his backdash, but yes, BDC has been a thing for 10+ years ^_^
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I'm not sure his j.HS hit box is closer to AC or +R, but if it's +R, 6P should take care of it if it's not too deep. 2HS brings you closer to the ground so if he's hitting you from higher up, perhaps that could be of service. If it is too deep, you'll have to just suck it up in that case.
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Yeah it cancel each other out right? Like regular projectiles clashing?