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Everything posted by DaiAndOh
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The tl;dr from me: Venom is one of if not the most difficult characters to play in Guilty Gear. Execution requirements are above average and he's unforgiving for the most part when you drop a combo or setup. Situation and matchup awareness and knowledge are VERY important. He's also not one of the stronger characters, but if you play Amane, it's clear playing your character with the playstyle you want is more important imo, so that's fine. Venom is a very self fulfilling character, to see your work and effort come to light and get some results. It can take a while to see that, but to me, it was the best feeling I ever got from playing fighting games. Most of what I said tends to apply at people striving to be high level, so it can somewhat depend on what you want out of Guilty Gear. If you find yourself very intrigued and have a great desire to make Venom your main, by all means, go ahead and learn. But if you're gonna take this seriously, be prepared to be in it for the long haul. Either way, good luck!
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Oh I never noticed! I'll have to test if it's like Ramlethal where you have to chain into c.S or if you can c.S raw.
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So for Burst Dark Angel, you can mash to get YRC and PRC. YRC allows you to jump and escape (probably not Pot, maybed not Bedman?), PRC of course allows you to block, but not escape, invincibility/low profile may work against it.
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Yes, you can throw charge blitzes.
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That's the main upside for Venom. However, it does hurt him as well. Do note that once blitz gets charged to a certain point, it rejects highs, mids, and lows, and even supers (rare situation, but it has happened with Bishop).
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I haven't had much time with the demo unfortunately, I need to test some Burst Dark Angel post flash reactions. Jack-O seems to have a standard lightweight hurtbox, kind of reminds me of I-No's. Jam on the other hand reminds me of Millia, slight delay needed in airdashing during c.S(3) combos, is lightweight unlike Sol. "blitzproof" mixup concept (showing that with the new blitz, can't guard a low and a projectile at the same time.
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Did you read the OP? Fino just messed up. It happens.
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Raven Pre-Release Speculation and Analysis Thread
DaiAndOh replied to www.keeponrock.in's topic in Raven
It mostly becomes a guessing game for that. Can't be too close or you probably get throw mashed. Do it too early and it will be obvious, no one good reversal. My idea is to throw the wheel, yrc, then enter pain stance. Depending on how fast it recovers, it could force reversal characters to take Raven's pressure, although without a ground overhead that's not 5D, not much in the way of setplay mixup. -
310 Matches vs Hiroki (Sin), NOB (Sol), Kiishi (May), Nage (Faust), Fumo (Elphelt), Rion (Ky)
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Raven Pre-Release Speculation and Analysis Thread
DaiAndOh replied to www.keeponrock.in's topic in Raven
Of note, it is YRCable and special cancellable. If it's super cancellable, that would be strong. By default, we could see it in certain zoning situations but because it looks like hits rather than damage amount fill it up, it will probably take multiple uses to fill it up on average. -
Well you said 2D! In the case of 5D, might be multiple hitboxes? Hmmm not too sure there.
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My main thing I want is Venom 6P>6HS to work on non-CH. Needs to rely on getting counterhits outside of when c.S works to have reward that's worth it (KD or damage). If it's not counterhit, and you're not in c.S range, you could get in big trouble for chaining into 6HS when they tech. The main time Venom's AA's fail to get the job for me is Sol's j.HS where his feet seem to just disappear, and sometimes against Chipp? Might need to try to time things later, not too sure about the latter. As for the 3(2)3 and such, I believe that's the gap between the hits.
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El c.S AA rewards are pretty strong regardless or corner. Millia 2HS AA is high reward (the dreaded knockdown). Nobiru with Zato can be big damage depending on the situation, knockdown if he has meter too. I-No can get some good damage + corner carry. Pretty sure Johnny has stuff too off of 6P if we're going there.
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6K in +R is not a reliable anti-air at all. Now +R c.S hitboxes, both for anti-air and combos would be some stuff. But AC Vanilla 6P would be a GODSEND.
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Sanma (Venom) vs 2Iro (I-No) (multiple matches)
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Isamu vs Jajamaru (JA) 4 matches.
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Agreed, the main time I'd use it other than last round guaranteed chip is if they're in a position to block/get hit by it as a reversal (under 50 meter, committed to something they can't YRC pretty much, since if the startup data is the same as regular, you can PRC on reaction to the flash and get away).
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No, but i didn't put much time into it frankly...might just stick with simple Dark Angel there in those situations...
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FT10 Set - Fino vs FAB (PO)
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Writeup by my request for Isamu Venom (top ranked JP Venom), translated by Keeponrockin) Excuse me for the Japanese. For the Chipp-Venom match up, the first thing to know is that "for the most part, Venom's 2S and f.S win the ground game". Also that Chipp's teleport YRC moves him to where the opponent was right before the teleport. Therefore, you can poke with 2S/f.S while you're dashing and as long as your timing isn't bad, Chipp won't be able to start his offense. You should also be careful about alpha blade, but it seems like just poking with f.S beats it a lot of the time. Since you control the ground game, it's important to watch out for jumps and air dashes. Typically Chipp will jump from right in front of your 2S/f.S range, so when the opponent enters that range, read the opponent and simultaneously jump with Chipp, then go for an air throw. You can also go for an air-to-air with j.P if you act before your opponent. For summoning balls, try to mix up cancelling or not cancelling dash 2S/f.S into summon. If the Chipp wall clings from far away, you can also summon. Just having the ball there will act as pressure and they're also useful for running away so it's not necessary to immediately hit them. In the end, the goal is to abuse your advantageous ground game and harass the enemy into moving into easy to anti-air positioning. The main causes of losing will end up being when you're forced to block okizeme, you made the wrong read/were read or there were multiple times where you were unlucky with teleports leading into lethal situations. There aren't a lot of actions you need to take to win and you don't have to take a lot of big risks. For these reasons, I think Chipp vs Venom is an even match up. Round start: stick to 2S or blocking. Retreating or overextending gives Chipp a bigger attacking opportunity. (Dai's note, 2S loses to 5K, and when mistimed 2S/2D, so be careful)
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Here's the writeup, translated by Keeponrockin (use his vid database!) Excuse me for the Japanese. For the Chipp-Venom match up, the first thing to know is that "for the most part, Venom's 2S and f.S win the ground game". Also that Chipp's teleport YRC moves him to where the opponent was right before the teleport. Therefore, you can poke with 2S/f.S while you're dashing and as long as your timing isn't bad, Chipp won't be able to start his offense. You should also be careful about alpha blade, but it seems like just poking with f.S beats it a lot of the time. Since you control the ground game, it's important to watch out for jumps and air dashes. Typically Chipp will jump from right in front of your 2S/f.S range, so when the opponent enters that range, read the opponent and simultaneously jump with Chipp, then go for an air throw. You can also go for an air-to-air with j.P if you act before your opponent. For summoning balls, try to mix up cancelling or not cancelling dash 2S/f.S into summon. If the Chipp wall clings from far away, you can also summon. Just having the ball there will act as pressure and they're also useful for running away so it's not necessary to immediately hit them. In the end, the goal is to abuse your advantageous ground game and harass the enemy into moving into easy to anti-air positioning. The main causes of losing will end up being when you're forced to block okizeme, you made the wrong read/were read or there were multiple times where you were unlucky with teleports leading into lethal situations. There aren't a lot of actions you need to take to win and you don't have to take a lot of big risks. For these reasons, I think Chipp vs Venom is an even match up. Round start: stick to 2S or blocking. Retreating or overextending gives Chipp a bigger attacking opportunity. (Dai's note, 2S loses to 5K, and when mistimed 2S/2D, so be careful)
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Well he said he would get back to me after a bit of discussion on which language (couldn't explain in English, I told him Japanese was ok, he'd say he'd follow up, haven't heard since). Might bug him in a few days.
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Isamu's thoughts (as of Rev 1.03) of matchups. Large disadvantage: Zato, Millia Disadvantage: Johnny, Jack-O, Faust, Sol, Sin, Elphelt, I-No Even: Chipp (wtf), Jam, May Slight advantage: Bedman, Ram, Leo Advantage: Ky, Slayer, Axl, Potemkin Seems reasonable outside of the Chipp. I reached out for that one utilizing the almighty Google Translate See if I can get a response.
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FT10 set - Fino vs Ogawa (ZT)
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Fino vs 310, Sanma (Venom) Roldy! (Venom), NOB (Sol), Moga (Slayer)