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DaiAndOh

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  1. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. Dai: (on Break the Law) If he doesn't have 25 meter and you're close, stalk him and punish him coming out, probably with c.S. If he does, the threat of Break the Law YRC is too good. Setup and tap balls based on where he may appear, maybe HS Carcass if close enough? SnowMonkeyFunky: Did a little practice/testing against blockstring > drill > puddle summon ]S[ with the advice given by Dai at Apex as well as input from a couple Zato mains I spar with online a lot. Here's what I found. CR only kills summon if drill is blocked from the middle of Venom's hurtbox and forward. 2K is a lot more consistent (still kills little Eddie if drill is blocked farther back), faster (to the point where you can kind of react to Zato raising his hand on 214H), and you can use it to cancel into a ball set, fS to poke, or stinger/CR for more immediate space control. If you get stuck in that awkward range where drill triggers proximity guard and hitting a button/jumping/standing/doing anything gets hit, then you kind of have to deal with what comes next. If you're ballsy you can FD jump out, and even just raw jump in the opposite direction of the drill at some ranges. In general, just be aware of what blockstrings commonly lead to this kind of situation and preemptively FD to push yourself back into the drill, then act accordingly. If you IB the drill you can semi consistently IAD out of any attempted summons and punish, but if they read this and don't summon then you'll probably eat a 6P. This is a lot less consistent when cornered. Dai: On the last line, it applies to 2S > Drill blockstring. IB 2S and you can IAD to punish drill. While many Zato's will get mindfucked, smart ones can do S summon (anti-air) to stuff it when they see you do it. The threat of it if you can do it though can help neutralize it. Redefinition: So, while I'm sure that this is common knowledge to some, I want to give some very basic knowledge on fighting Zato for some of the newer players: When Zato has Eddie out and is pressuring you, IB Eddie, FD Zato. This is the biggest thing I cannot stress enough. It will make his pressure much, much more manageable and give you some more outs. (EDIT: This changes when you're low enough to get chipped out and you have a lot of meter. You just need to FD everything. Also good luck.) WATCH FOR TICK THROWS. This can be very hard to get out of since you're focusing on blocking his high-low game so much, but his command grab is very very good (long range, good damage) and leads to an unblockable setup if he has Eddie gauge. If he uses Eddie to poke at you from afar while he's running up, you can 2K or 2P Eddie after he does ]P[ or ]K[ or ]S[ to get rid of Eddie, but be very very wary about doing this. For specific Venom knowledge: He can summon from puddle after he does drill, so don't be dumb like me and try to air summon above where he drilled, because he'll Nobiru you out of the air. Backdash is your friend when he's trying to chase you down with little eddie. Try to find time to summon an H ball, backdash a while, and you can teleport to the ball to get away from Eddie and closer to Zato. This works a few times, but eventually they'll catch on and punish, so only do this a few times. Dai: Hitting the puddle with 2K after far drills is simple enough, taking out the threat with a no commitment normal whether or not he summons immediately. Reki: Good practices I've learned after playing dozens of games but never winning against my local zato: K-ball, j.P ballhit It's the best I could do to get anything started. P-ball is problematic in neutral because zato always watches out for it then responds with far drill. As soon as I recover from P-ball I just end up abandoning that ball to jump away from the drill coming up my ass. The great things about K-ball and jumping to hit it in this matchup is: A) if zato instinctively runs into position to drill you from afar, you obviously won't get hit because you're airborne. B) j.P to control space then air backdash to land and 2K the puddle (to destroy the puddle and you can get lucky and hit eddie doing nobiru). Also don't forget to OS the 2K you used to diffuse eddie into P-ball, far S or more often teleport to avoid the next far drill depending on where zato is. C) forward j.P, landing then running in outside of zato's 2S range to attack with repeated far S, P-ball, far S, P-ball can work as long as the drifting K ball is till there to cover you from zato doing a random iad. As your K ball passes over your head, you can K-ball again at that range to do ye old dash jump K into high or low. If zato goes airborne, immediately stop everything to do P-ball, hit it with 5P then run along with it to continue pressure. D) dash jump S, airdash to can punish zato's far drill or attack without the risk of zato's projectile reflect fucking you up. E) jump H to suddenly snipe eddie crawling in the middle of the screen. Happens sometimes when zato makes a wrong read expecting you to iad then does nobiru next to him. To add, running in then poking eddie with 2S cancelled into teleport to avoid is another option to diffuse him in this situation. Some assorted notes: 1) Like the pot matchup, ending a gatling with S carcass ride will get your ball reflected back to you then which will result to getting knocked down afterwards. If you are expecting zato to reflect it back to you, you can either jump cancel instead to catch them unaware expecting your carcass then continue from there OR you can still throw out the carcass then immidiately follow it with H-qv which hillariously avoids the reflected carcass and sometimes score a counter hit which you can combo into 6P ballhit 6H 2) P-ball, H double head morbid from across the screen. Retarded things like this are sometimes what it takes to scam some damage or gain momentum in this matchup. You'll need them.
  2. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. Dai: If she blocks, gets hit, swords will stop swinging and fall to the ground. In addition, swords can be hit when they startup. Knowing when you can make her block/hit her/the sword and when you have to take it is important. Justice: c.S(3) works on Ram's crouching block at most distances. Dai: Ramlethal's j.HS when she has the sword will destroy any anti-air attempt. Other than that Venom can anti-air normally. TittyFofo: 6P seems to destroy Ram at neutral, due to her goofy ass hitbox and lack of good low pokes. Your other pokes work well too, but might as well lead with the one with upper body invul lol. Also chains to 6HS for knockdown combo on CH or free ball summon on block. She converts random hits for damage better than Venom, but I feel like we should get a lot more random hits that potentially give more ball summons or knockdowns for oki. She can totally ruin your life with oki once she gets going, but the same can be said for 70% of the cast IMO, Venom included lol. Dai: Also if you're too far, Venom isn't fast enough to ground dash past the lower sword when it gets activated (with the fastest activation). TittyFofo: So um, Ram's instant j.2D blows up Venom 2S at the beginning of a round. This is easily countered with 6P, but that gets blown up by her 2S. Nyaa: 5KPP and 2KPP don't need instant blocking to be counterable. On normal block you can jab or cS between the last two hits. 5KPK and 2KPK are tighter and can't be interrupted, but are very punishable on block and only give knockdown on hit. fS>Dauro is not a blockstring so you can throw or BS between hits. I play some guys who consistently throw me if I try to do this so it's all a gimmick. She did get some nerfs so you should always be able to punish on IB now. If you normal block the regular version she's in -4 so don't be scared. IB that and punish with anything you want. Green dauro is -1 on block, IB that for punish as well. I'm unsure how the matchup is now but it's definitely changed, one of the most changed matchups I believe. Venom have better range on a lot of stuff, can now outzone Ram with ease and have stronger pressure, while Ram have greater damage on her stuff. It feels pretty even. If you burst or DA-attack when she's deploying swords in the corner they will die and Ram can't even retrieve them for 2 seconds. Use this opportunity to get in her face as she have no range at all without them.
  3. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. SnowMonkeyFunky: Slash beats every teleport option at the right timing. CH either door and AA dive.
  4. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. Dai: Patience, mobility, meter management, and precision. In addition, once you actually catch them, do not let them go.
  5. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. On baiting 66 guardpoint: Godpress: Same way you would Potemkins Hammerfall. Set a ball in motion slowly and follow behind it and react accordingly. Redefinition: Specifically, PBall f.S is really good for baiting guard points. TittyFofo: 6P seems super good for opening rounds. Watch out for that stupid idle animation, since it'll whiff while he's laying down..... Seems like an easy match up. Bedman has to do risky stuff to get in once you get some ball formations going, which is easy here due to his size and awkward movement. He has a hard time dealing with Venom pressure for the same reasons. Apparently Venom can jump out of Bedman tornado loop pressure, but I wouldn't know because I've honestly never been pressured by a Bedman for long lol Dai: Venom's space control with balls can stop him from setting up his zoning game to eliminate seals. Blitz helps against bedslams that can be tricky to guess which side he's on... Be careful about setting balls, 3HS has insane reach and a Bedman who knows the matchup will be watching you from near full screen. I saw in a Blacksnake match, c.S can beat the Bedslam.
  6. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. Dai: Matchup is heavily in Chipp's favor. Venom's worst matchup. I haven't fought it much personally myself. Teleport YRC means you can get punished for trying nearly anything in neutral. If you can catch him, kill him. But he does have a DP (needs 50 meter to make it safe though, unlike last game). While Blitz is important, It might be better for his midscreen j.HS oki. When doing his wall stick crossups, it's very easy for chipp to fake and go low. I think f.S YRC is important in this matchup. f.S being Venom's longest range poke. If it hits with 25-49 meter, no yrc, cancel into a ball or 2S/2D if you're in range (latter if you can). With more than 50 meter, on contact, you'll be in (and if it hit, you'll get a bnb). If no contact, a YRC will keep him slow for a moment to get in or set a ball. And of course, if he attempts one of several teleports, you'll get c.S and punish! Blacksnake via Dai: "Be unpredictable in your movement and run a lot. No more than 1 ball set and you don't get many chances." This generally applies to the other fast characters, ie Millia. Kashell: faced off against a pretty good Chipp player yesterday. I won the first round, but he started to catch on and won the second and third rounds. The key to this match is to jump, run and never -EVER- stay still if you can. I try to avoid using Stinger Aim unless I can YRC it. I try to avoid QV-ing since it has a slow start up. Carcass Raid is kind of a crapshoot since good Chipp players can teleport away. If it does hit, do an air combo that knocks him away and set up a ball. Otherwise, I say play defensively and wait for an opening. There's really not much you can do since Chipp can decimate foes quickly. Luckily, a few hits here and there and he'll be hurting for days. Tittyfofo: I think the best bet at the start of a round is to just back off. Chipp's 5K stuff our 2S, and the best answer I could find was S Carcass. But obviously if he does anything else (like teleport), you're gonna get fucked. Dai: His 2D also stuffs a lot of options at the start of the round and hits you from starting position, as I found out the hard way at Winter Brawl, but Venom's 2S will beat his 2D specifically. A lot of Chipp's normals are very fast and are strong on block (not to mention some good priority). 6K is a gap of course though. Rekka first hit is -1, Instant blocking that can help Venom get out, or attempt a counterpoke (beware of the 2nd Rekka in those cases). Teleports depending on which one can be 20-30 frames total. If he's using them up close during pressure, take that into consideration (as well as YRC... )
  7. Discuss the matchup here. Dumped info from the prior thread, person's name shows their contribution. Dai: Sin's poke game is strong as one can figure. Your neutral must be on point. Pay close attention to his food gauges, his pressure (and mixup to some extent) relies on it. I believe I read it takes 40 frames for his food to be fully eaten. Be prepared to interrupt with 2S/f.S/HS Stinger. Maybe you can utilize YRC to slow him down to help punish bad eating attempts? Sin can YRC food after he eats it, and he can RC/PRC his hunger state after a certain point. He has a low to the ground low hitting dash for one of his specials, so you can't be reckless with Stingers. Beak Driver (his mid stabbing move) is 2 hits, has 11 frame startup, is chargeable, causes level 5 blockstun and negates all projectiles. Very annoying to deal with... His face up and face down wake up times are very different from one another. I urge people to check the system frame data on the wiki (with the exception of the first hit of 2D, Venom's knockdowns will be face up) Kinslayer: Only thing I've found to help ease this match up is doing more low ball set formations like K ball> P ball it helps because it give a ball sin can't slide under and one about pelvis level that Gives safe but still solid pressure. Other than that I don't know. He has an amazing backdash 1-16 frames of in invinc out of 24 frames Dai: On a lower level, Sin's risk/reward is more obvious and apparent than Venom's. Slide being +2 is huge. I sometimes do more Carcass Raids midscreen and further because Sin's tend to favor to approach with it (adjust per player). Sin though can have some difficulty opening strong defense. YRC and j.D don't give Sin true instant overheads, but he has setups with j.HS Food is still his lifeline. Again, poke/hit/YRC, if you stop him from eating when he's low on food, it really becomes in your favor. Slide is not true low profile status though, so you can 2S it I believe! If Sin tries to command jump in pressure, 6P will usually beat any option he tries. Justice: Sin's DP kills meaties really hard since he can cancel into slide on block and it's +2, but the invul isn't that long and the range is bad. Use ball setups and/or meaty Carcass to keep him locked down. So I discovered that Sin can 5K to avoid getting hit by match startup 2S. Pretty funny. He recovers faster than Venom does too so he gets "advantage" from the mutual whiff. DBCLoop: if Sin likes to dp out of Venom safe jumps, we can buffer in a blitz shield as an Option Select.
  8. Discuss the matchup here.
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  10. Discuss the matchup here.
  11. Hi everyone, dumping information from my previous thread! Names are put before information that was said Dai: 2HS is not low profile though, so 2S can outpoke it. Her 2S is low profile though and can go under yours in a poke war. Be careful how you FD. The MINIMUM advantage on Bridal Express is -5, it will be more in her favor if she does it from a distance. If you can instant block it, that will be useful for getting a turn (guaranteed throw punish) If she has meter, I prefer to have my oki come from the air (such as K Ball oki). Every time her cake super has tried to hit me out, I've only gotten the weak hits or whiffs. Her meter usage is stronger on offense between her RC conversions and unblockables. Anti Elphelt tech via Zidane and Lord Knight in images, applications for Venom by Dai 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 is 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. 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). IBing Stance S in the corner lets you throw punish. TittyFofo: Air Bridal Express loses to 2HS pretty easily, unless she's more directly above you (in which case you should dash under her and do 6P,6HS). Depending on spacing, you could potentially do something like: Dai: CH 2HS, K ball, micro dash 6P, bh, 6HS, whatever That works at midscreen, and in the corner you can get stuff for up to 200 dmg or so. Blitz shield is another option, but you might be better off saving the meter for DAA or YRC Stinger. If she's always breaking out the rifle when you're setting, then I feel your sets are getting too predictable. Usually you can set one and block the rifle if they're doing it on reaction, which isn't a bad situation since you have that one ball out. Again, 2HS is not a full low profile, splitting balls is a good way to cover it. And full screen/near full screen, it's definitely not a threat or even efficient. Air bridal you can wait for it to blitz or 2HS, jump to meet her with an ib, jump back with j.HS, or just get out of the way, the latter isn't a bad idea if it will greatly increase your positioning. And yeah, when it comes down to it, it's probably an all or nothing matchup. Win in neutral -> (get to pressure, try to open up and score a combo) x n. So are most of Venom's in the end. I feel it's in her favor, and can be frustrating if you get hit with an unblockable or huge shotgun combo, but it's not as outrageous as some matchups because she doesn't have overwhelming speed and mobility. Despite some ridiculous hitboxes and hurtboxes, you CAN win the neutral without being too restricted, unlike Chipp or Millia imo. Also, I must urge you to practice ibing shotgun pressure as I mentioned in some posts above. It really can help you make all the difference. GodPress: Shotgun blast will remove any projectiles that are in its radius, its circumvented by using charged balls. Dai: It's ok to block the rifle after a set. You have a ball out and are probably at or near full screen. If she stays in rifle stance you can start a careful approach or tap the ball to force to her to take other actions. If she loads pineberry, that's perfectly fine, just mind the effect the explosion may have on your zoning. If she goes to shotgun, well she's full screen again, and will usually approach from there (of note she can still super when in Shotgun, and generally common knowledge by now that she can use Grenade and Bridal). Oh one other way to handle aerial bridal express: Gold Burst. TittyFofo: Great thing about this MU is that you get to control the start of the round here pretty much for free. 2S beats all El options out the gate, which forces her to back up or jump forward. If she jumps forward, 2S recovers fast enough for you to still AA so she has to be cautious. Her best option by far is to retreat, at which point you can begin to establish a ball game. Even if it's just a P ball, you can force her to take certain actions like Dai said. If she leaves the ground to get over it, run past her to AA or get out more balls. If she switches to shotty, approach slowly and stay out of the blast range to see what she does. If she shoots the ball, do far slash into 2S and wait a second while crouching to make sure you don't eat a 5HS. If she tries to roll under a ball, pick that ho up during the recovery. Obviously these options change once she has meter for Y/RC/super, so be mindful of that. But yeah, life gets a lot easier once you have at least one ball out. Don't summon balls after block strings tho, for fear of 5HS punishment. Even that's not all bad tho, cuz if she guesses wrong and you duck that shit you can punish with YRC Stinger for a full combo IIRC (or at least 2S xx H Stinger). If you end up in the air for whatever reason, watch your approach. Her AA options suck outside of close slash range (and that shotgun stance dashpunch thing), so max range j.HS is still viable. Just FD if you're inside of 5S(c) range tho, cuz you're not gonna win. If you don't have meter for FD, delaying Mad Struggle is one of your least bad options. I think that just about everything else has been discussed already. Once you get offense going in the corner, be mindful of cake boss super and dead angles, since her's is pretty good IMO. I personally wouldn't bother baiting her bursts unless the player is just being super blatant, since if you jump to bait and you were wrong, you'll prolly eat an AA 5Sc. Plus being knock all the way across the screen from El isn't that bad of a thing as long as you can get a ball out.
  12. Hi everyone, dumping information from my previous thread! Names are put before information that was said Dai: 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...Outside of that, Blitz is the best answer to Bringer. 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. (against Wild Throw) Faultless defense will help push ticks away. Of course he can run back in, but you'll have more time to make reads for his command grab. Backdashing and fuzzy jump OS are also effective. See here for the latter: https://www.youtube.com/watch?v=t56ESScdR3M VR-Raiden: If Bandit Revolver connects later in the animation it's better on block, that can happen from far away and especially if you crouch block it. Then you also have a 3f normal to worry about after it. So you want to do something other than crouch block it from a distance if possible, otherwise he gets more pressure. Dai: IB revolver helps a lot too SnowMonkeyFunky: Shoutouts to accidentally discovering tech in a tournament match. I haven't had a chance to test its consistency, but reacting to a Bringer in the corner with jump back IB at the right timing should guarantee a throw on landing. Basically you want to trigger the active frames as early as possible and still have time to land and throw while Sol is in recovery. Your overall aerial arc from the block should look something like a KOF short hop. Edit: after some testing I can confirm that this does work consistently in the corner. It can even work midscreen if you jump forward then IB. Depending on height you may get a ground or an airthrow so be prepared to react to whatever you happen to get.
  13. Hi everyone, dumping information from my previous thread! Names are put before information that was said Dai: Matchup is considered to be in Venom's favor. Venom has effective poking and space control to match Axl's. Venom can also cover his approaches well, and Axl's chains do get hit by balls. For Axl's range, he can't do much at full screen either, while Venom can. Note that Rensengeki (green chain move) counts as 3 projectile hits. Axl can interrupt careless approaches and predictable ball based pressure with this. Controls the corner well too. YRC in 1.1 also adds to the threat of Resengeki and lets him get in if you get hit or block it during neutral. GG Veterans should note two things: Axl's DP is legit now and really good actually. So be prepared to treat him like a DP character. Axl's new stance. It's not a huge threat for Venom though. Like his pokes, the chains can be hit. Learn to instant block it and interrupt it with 2P, maybe 2S, and ball hits/Stinger too. A guaranteed punish after recovery from full screen is HS Stinger YRC > max range 2D. Kirnupiima: The stance can be broken easily with Stinger Aim YRC. That of course costs meter but is really safe. Good findings you have there. Redefinition: Axl's DP is less of an annoyance than I originally thought. I used to get way, way more annoyed by his 623P counter than I do by his current DP. Do note that it eats our pool balls. If you time it properly, though, you can safely land in front of him after K ball oki. If he blocks, he blocks the pool ball. If he DPs, it just eats the ball and you're free to punish. Otherwise, the neutral game remains largely the same. Don't ever ever jump vs. Axl without ball coverage, try to keep balls in play as much as possible, etc. A note: WATCH OUT FOR THAT STANCE THING WHEN YOU'RE SUMMONING BALLS. It wasn't ever a problem when I was fighting, but it most definitely could be if you're careless with the way you summon. SnowMonkeyFunky: One thing I've been getting a lot of mileage out of is counter hitting Axl's 6H with 6P. One of my sparring partners that mains Axl likes to reset his pressure when he gets pushed out with 2H > 6H, and that is pretty easy to react to online. I can imagine that offline 6H can be reacted to in other, less obvious situations. GodPress: QVing 4[6]S is viable if you're looking to get some charged balls out in the long range though it is vulnerable to 2H And yes it can CH j.S. Reki: Something that hasn't been said in the thread yet that is very apparent when you play against axl; a lot of his horizontal moves are taxed horribly with damage reductions. Afaik his practical starters that do not dillute his damage by 80-90% are 5H, 6H, 2D, and 'teleport backstab'. Now on the other hand, if you jump on axl and he catches you with 6P, 2S or 5S, you'll be surprised how much non-prorated damage he'll do with just a simple 4-5 hit jump cancel combo ending with axl bomber. Jump on him without ball support and faultless defense if you wanna get blown up. SnowMonkeyFunky: If the Axl you're fighting likes to get cheeky with the air resets to 6K (IE: Rensen~9 then let you air tech 6K/throw dash 5P 6K allow air tech another 6K to reset, etc), as well as if they fuck up their timing on 6K 2S (hooray for Venom's finnicky hurtbox!) you can forward tech and punish them free. Forward air tech also does wonders if they try to otg with 3P to prevent other gimmicky resets.
  14. Hi everyone, dumping information from my previous thread! Names are put before information that was said Sine: If you knock ky down there are a bunch of safe jump setups you can use, to bait DP and his dp is rather poor to begin with. You are supposed to make the ky player frustrated, not the other way around. Another way you can approach the matchup is use passive aggresive zoning for okizeme depending on how the ky player's style, like use two ball setups hit the first ball, then when he throws a fire ball to nullify it, just teleport and punish. as for stinger aim is should not be used without YRC, especially in a block string because Ky gets in for free, unless you are properly spaced, even then he can pretty much greed sever over it and it will trade or CH you so Carcass raid is recommended instead. Depeding on the where Ky is in the air, you wanna c.S or 6P or 2HS or air throw , force him to double jump in the air to bait your ground action, so you can reposition yourself by backdashing or forward dashing. just my 2 cents... Redefinition: Just played against local Ky tonight, gonna put my opinions up here. We beat Ky at neutral. Our f.S ever so slightly outpokes his, we can put more projectiles on the screen at once, and QV will absorb normal stun edges if they're thrown out at random. Most of the time, Ky wants to come to us. His pressure game is a little more annoying than I thought tbh, since he has the new lightning gates, and our ways of getting out of pressure kind of blow, but dead angle is your friend, and his pressure isn't really all THAT great. After f.S I would probably not bother with a stinger unless you hit with it. On block, it's safer to summon a ball. Ky j.H is actually really hard to anti-air, and if he's pretty deep/close to you when hitting you with it, you're probably just better straight up blocking. 2H > carcass is better than 6P at a longer range j.H, and leads into a nice combo. Dai: 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. Yeah, Ky's DP has gone over low profiles since forever. One of the reasons why it's subpar. Given 2D > Carcass > c.S > combo is a thing in this game. might be worth going for now (Carcass won't come out on the whiff, and is perfectly fine on block) Try Again: If he puts out one of those seals and does a stun edge, it goes through QV and hits you. It will destroy any projectile you do and still hit you. At max range he can do a seal low to the ground and avoid a lot of things with a TK stun edge. I played against Steve H Ky ( Not sure if you guys know him. ) and learned a lot about that matchup. Id say its even or very little in Ky's favor. Ky can punish ball sets and stinger aims very easily. If you stay out of his Stun dipper range but not max distance..it gives you a lot of freedom and can force ky to make mistakes. GodPress: Full screen QVs in anticipation of a projectile are vulnerable to split ciel/j.D stun edge. Though, I don't know why you would do it that way instead of QVing in response to the zoning type. TittyFofo: So maybe I'm the only one that didn't know this, but Stun Dipper goes under Dark Angel completely. I was in a position where I was looking to chip out Steve H, and thought that even if he did Stun Dipper he would stand up into it. So yeah, don't do that. Blacksnake via SnowMonkeyFunky: Blacksnake gave Novril a bunch of good advice on this matchup on Twitter. Here's a rough transcript of what he said: If he sits back, summon in the air to force him to approach. Venom zoning beats Ky, and he should be forced to move on Venom. Venom is looking to convert those risks into his own offense. QV beats SE but loses to ciel SE so there is that. You can out poke. Don't summon or SA in dipper range. Just get away, you have faster pokes. Full screen you can play your game. If he rushes relentlessly use your normals. Dipper RC on your block is a big win for you. 50 meter for Ky pressure is not worth it. CR, 2S, 5K, and jump beat stun dipper.
  15. Hi everyone, dumping information from my previous thread! Names are put before information that was said Godpress: c.S(3) hits crouching (Dai: not on block) Leos HS fireball has a fair bit of durability, I believe its 4 regular balls or lvl 3 Stinger to nullify. You can use QV to negate it and give yourself a nice charged ball. Backturn counter will reflect a projectile. His backturned super will punish careless ball summons from anywhere on screen. S>H formation is particularly useful because of his low airdash, looks like he has a lot of trouble getting in. IBing the last hit of his Rekka allows for a c.S punish & big damage with iad JSHSD>JKSHSD>6H>oki. It's apparently -7 on block without IB so you're free to go for c.S without but I find his rekkas incredibly easy to IB. Same goes for IBing the second hit if they're looking for backturn shenanigans (rekka x2 > bt K/D) without IB you'll either trade or straight lose if they just go for BT D(counter). Blockstrings into 236H (run through slash) can be punished by 2k/c.S as he's running through for CH. Victory Thief: I happen to have been thinking about leo vs venom and looking at frame data because I'm working on commentary for my matches. If leo does what amounts to his rekka, ending with 236+h and you don't instant block then he has +1 frame advantage and you have no normals that can even become active fast enough to beat his brynhildr k, and you won't beat bryn~s either, since it's basically a disjointed hitbox and comes out in 6 frames. c.S is your fastest normal at 5 frames, so best case scenario without instant blocking is that c.S trades with bryn~s, which isn't really ideal. If you didn't instant block you could also attempt to throw depending on how close leo is, but bryn-k has throw invuln, so that's not that great of an option either. He can't cancel the stance without eating free attacks, so he's not going to throw you, so if you didn't instant block, then the best option is just to block low and look for high attacks, since you can just react to those. If he does that high-hitting special that staggers through your block if you block high, then the best option is to backdash. It's only active for one frame, so it should be easy to backdash. If you do instant block, the best option is probably to just throw him or teleport out, since 236+H when instant blocked is -3, which is too small for your moves to become active, but if he's mashing he'll eat attacks for sure.Throwing will, depending on the combo you choose to do, knock him away from you or corner him. If you do c.S and you're too close, then he can throw you before the move is active and your hit box gets bigger when you do moves, so it's probably not technically correct, and he can just block. I'd argue that you want to stay half a screen away from leo, because his dash sucks really bad, so you can just zone the shit out of him if he's half a screen a way. There's really not a lot he can do about it. Poke a lot with 5S over stinger aims I think, because he's likely to try to IAD if you do anything on the ground, and you want him to commit before you 6P him. Try to leave some of the balls you summon unhit, so if he corners you, you can teleport out if you instant block the end of his pressure strings. You basically win this match up if you have enough space to zone him, since his movement is pretty bad. Edit: I just found out that I've been missing out on the majority of throw option-selects in guilty gear for a decade. The only one's I've been taking advantage of are burst option selects. With this in mind, I'm revising my suggestion for when you instant block leo's 236+H. You want to OS 6HS+S. If he's doing bryn~k, then he eats CH-c.S, and if he's doing almost anything else you throw him. It's probably the option venom is designed to use in this situation. Dai: Option Selects against Leo: Flicker FD 4S+HS, will throw if he attempts 236HS crossup. Anti-Stance Oki OSes courtesy of Mynus: Against Leo Stance oki: 1FD~4YRC blocks K string, YRC's dash through for punish, YRC's counter for CH punish, loses to overhead due to YRC startup. 1(FD)~5P blocks 2K string, 5P's dash through, 5P counter hits overhead, loses to counter. If you have a good 2K>6P string (ie. I-no) you can use 1FD~4P and get 2K>6P if he does dash through.
  16. Post any Revelator specific observations or questions here. There are no balance changes for the old cast outside of system mechanics. Therefore, Venom changes are his Blitz Attack, new Side Dust Followups, and burst powered Dark Angel. Most burst powered moves have increased invincibility. I wonder if Dark Angel could be a reversal? Also in addition, Pachi specifically mentioned it doing more chip damage. EDIT: Just watched it still do 34 hits on stream. See the new mechanics in action here: https://www.youtube.com/watch?v=BZaiRLlMaUI&feature=youtu.be ***Titan44 Edit: 1.03 update is out with new balance changes. Here's the list of Venom changes, as posted by SnowMonkeyFunky in the Sign thread:*** "Revelator 1.03 saw Venom getting a buttload of buffs across the board. They are as follows: – 6P Active Frames increased from 4F to 7F* Added Jump Cancel Recovery reduced by 3F* *NOTE: The animation is overall the same number of frames. These two changes simply mean that an extra 3 of what used to be recovery frames are now active. – 5HS Special Cancel window increased by 3F – j.HS Untechable Time increased from 14F to 16F – Ball Summon Tension gain increased from 50 to 75 – Stinger Aim Tension gain increased from 150 to 250 – Carcass Raid Tension gain increased from 150 to 200 – QV Tension gain increased from 150 to 200 – Mad Struggle Tension gain increased from 150 to 200 – Throw Blitz Shield bug after Throw fixed Burst bug after Throw fixed So the big ones imo are massive meter gain buffs, jH getting longer untech time making both airdash bnbs easier and short combos (like corner airthrow, clS[1] jc jH) knock down consistently, and of course 6P becoming SOGOODHOLYSCHNIKES. The 5H cancel window increase is a little quality of life buff that will make stuff revolving around 5H late BH xx S CR easier, but not really game changing. 6P is CH confirmable into an IAD combo, and on non CH can do something like 6P jc jS jH for a knockdown at most heights. 6P is now also a super valuable combo tool when used in conjunction with a ball hit. The way I see it being used in that context is during something like this: corner clS[3]866 jSHD 6H xx S QV, 6P BH IAD jSHD 6H xx Set That same combo was still possible pre patch, but substituting 6P for a microdash 5P BH. It was character specific, and even then it was remarkably inconsistent. While it may not make the extra loop universal, it should be far easier to do on most of the cast." The complete list of changes can be found here: http://pastebin.com/HywsGcJV Lots of changes made to other characters' hitboxes, making them significantly easier to combo. That coupled with new combo routes using JCable 6P and nerfs to the top tiers should make Venom a lot more formidable.
  17. It's ok to block the rifle after a set. You have a ball out and are probably at or near full screen. If she stays in rifle stance you can start a careful approach or tap the ball to force to her to take other actions. If she loads pineberry, that's perfectly fine, just mind the effect the explosion may have on your zoning. If she goes to shotgun, well she's full screen again, and will usually approach from there (of note she can still super when in Shotgun, and generally common knowledge by now that she can use Grenade and Bridal). Oh one other way to handle aerial bridal express: Gold Burst.
  18. IIRC, Shotgun fire can only eat 1 ball at a time? If she shotgun fires a ball, that doesn't provide her with a specific advantage if it's just a hit ball for zoning. If she's always breaking out the rifle when you're setting, then I feel your sets are getting too predictable. Usually you can set one and block the rifle if they're doing it on reaction, which isn't a bad situation since you have that one ball out. Again, 2HS is not a full low profile, splitting balls is a good way to cover it. And full screen/near full screen, it's definitely not a threat or even efficient. Air bridal you can wait for it to blitz or 2HS, jump to meet her with an ib, jump back with j.HS, or just get out of the way, the latter isn't a bad idea if it will greatly increase your positioning. And yeah, when it comes down to it, it's probably an all or nothing matchup. Win in neutral -> (get to pressure, try to open up and score a combo) x n. So are most of Venom's in the end. I feel it's in her favor, and can be frustrating if you get hit with an unblockable or huge shotgun combo, but it's not as outrageous as some matchups because she doesn't have overwhelming speed and mobility. Despite some ridiculous hitboxes and hurtboxes, you CAN win the neutral without being too restricted, unlike Chipp or Millia imo. Also, I must urge you to practice ibing shotgun pressure as I mentioned in some posts above. It really can help you make all the difference.
  19. Remember me? While SKD and co. are off in Japan I'll be doing our monthly Friday event. GG will start at 7PM, BB will start at 8PM. Rules for both games: 2/3 Rounds. 2/3 Matches. 2/3 matches for finals.$1 Double Elim I'll be doing the bracket old style just a fyi, so that means Tio. Arturo will be streaming! http://twitch.tv/nycfurby Please contact me if you or someone else will be late! I am willing to hold things to an extent but I must know! If you think you may need it and don't have my number or twitter, slip me a PM ahead of time! See you all there!
  20. I will say from experience, that many Japanese players will blitz your setup every time if you're doing obvious K ball oki.
  21. Sanma and Fino highlight video. Mostly notable for Bishop. https://www.youtube.com/watch?v=_YAWJWdhxDc&feature=youtu.be
  22. As written on the front page by Shtkn. Hope it can help! Consomme has written a Guilty Gear Beginner's Primer that talks about basic concepts and pitfalls beginner usually fall into such as throws and anti-airs. @GREATFERNMAN has translated it and we hope this helps all those newcomers come to grips with some of Guilty Gear's basic systems. https://www.evernote.com/shard/s296/sh/37a5588e-e936-4ea2-ae89-918b55334c12/39c3828332bfbff90ac66fd3c9659327 And shameless plug, you can read more about Guilty Gear's system mechanics on the Dustloop Wiki!
  23. As far as whiff MS goes, I mostly go low which is low reward in the majority of situations but works almost every time. I think it would work best with an active ball covering the MS. Would be fantastic if Venom had a standing low to OS throw with :P.
  24. http://www.dustloop.com/forums/index.php?/forums/topic/6624-guilty-gear-xrd-story-thread/&do=findComment&comment=928689 Ok new dustloop formatting aside...this is kind of redundant no? Could you please at least source Blade? Even if you didn't take it from what was said a page before... Also I come bearing screenshots of interest, enjoy! https://twitter.com/Mihail_Sergeevi/media
  25. And I'll be returning to run HnK for $1! Get ready!
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