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Everything posted by DaiAndOh
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So everyone should be aware of this OS: http://www.dustloop.com/forums/index.php/topic/10904-xrd-option-select-special-move-or-faultless-defence/ Now if someone can actually get Venom to apply it well, good job, but I want to give an alert on how it functions against Venom's projectiles. If any projectile comes within the proximity range (about 1.5 round start distances, or within f.S range, but not max), the attack will trigger. In addition of course, if Venom presses a button within the range, the attack triggers (hence the point of the OS). In terms of fighting it...that remains to be seen on how to apply...I may ask the Japanese Venom's after a few days for their thoughts on that matter...
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Xrd option select, special move or faultless defence!
DaiAndOh replied to Shinjin's topic in Guilty Gear General
It's an interesting idea to use with HS Carcass, but I think it would be most beneficial if that ball didn't go away when Venom got it. Other situations I'd use it in, it's actually great if they do nothing and block it! But yeah overall, not very useful for Venom imo, as far as my initial thoughts... -
HnK is not going anywhere. It will be there when you come back. You can primarily thank myself and Apollo for that.
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Sanma Venom vs Zagi Sin, Taka Slayer, Nage Faust https://www.youtube.com/watch?v=5K0JqJP4sa0
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I know ya'll love Sailor Moon...but July I'll be running a different side tournament. Taking advantage of our new arcade game at Next Level...it's Hokuto no Ken! $1 single elim....well at least it will be 2 out of 3...
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Isamu Venom FT3s against Susumu Chipp, Daiji Ramlethal, Sabamiso Bedman, and Kedako May respectively: https://www.youtube.com/watch?v=Vd_ZGgcPIXA https://www.youtube.com/watch?v=gYsRYyMeK_w https://www.youtube.com/watch?v=tY2yRzUuIGQ https://www.youtube.com/watch?v=uR2rNfdHVIA
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I'm running a Kickstarter, and looking for input
DaiAndOh replied to ThaddeusScherzo's topic in Beginner Mode
Damn it RealBobMan, I wanted to comment on the day or 2 thing first.... I came here to laugh at you and all, but that said there's 3 kinds of content producers for fighting games people flock to. Someone has to fulfill that niche to be successful. Niche's can of course, cross over. Content that has strong/well known players - Pretty obvious right? Divided into 2 aspects, a broadcaster who goes where the players go (someone like Spooky for offline, or Biscuits for online) or a well known top player who streams himself (someone like Justin Wong). Since you want to broadcast yourself, you're not going to have top level play ready in a day or 2. As much as some of these kids with less experience make me look stupid when I play, they've had longer than a day or 2 to get there. Informative content - Video content that informs others. You don't need to be a top player to do this. I do recommend knowing your shit before you do though, or if you become visible, and are wrong, people WILL blow you up about that. But in order to have success with it, you will need to be able to have something on your resume. But any idiot can find a move list online these days (I remember when I needed the manual or arcade display...), you'll need to have real useful information. Information that beyond the things you can figure out that are obvious or you can parrot online, does not come in a day or 2. Ultrachen TV is an example of a high profile show dedicated to informative content, in and out of the game. "Entertaining" content - Basically, you can do whatever you want, but you need to flesh out your personality, market yourself incredibly well, and make people want to watch you for one reason or another. Although he he dips into informative, Max is probably the undisputed king of this as far as the FGC goes whether you enjoy his videos or not. You can get by on it, but of course going into the other 2 options will increase the value of content. Now this option something a day or 2 with a character...can go with. But in case you missed what's been said throughout your experiences on the forum...you're doing a pretty shitty job at selling yourself and making any community want to support you. But then again, when your goal is as outlandish as this... PS: To reiterate, you're REALLY messing up your marketing by not doing MKX at all, it's actually the biggest I've seen a game since SFIV and Smash 4... -
If you could get 3 balls in would remain to be seen, but could be possible. It's quite excessive and I doubt they would do that though. AA c.S into 6K would often whiff for me when I tried it, primarily the 3rd hit. 6K was limited by the height of your opponent in those cases.
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Bedman is significantly better in 1.1 now. 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.
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Considering Venom now has great (better!) combos from c.S(3), the purpose of 6K is pretty much gone. I'd rather have one of the top 5 AA buttons and guaranteed 6P>6HS combo, but when I told Fino he just wanted to use AC 6P for Bishop stuff :P
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It sounds like everything is exactly the same outside the new mechanics. Of course those will have an effect on Venom (I'm actually a bit excited for a potential midscreen knockdown off Dust! Make it more rewarding!) Also Burst-Enhanced Dark Angel....more hits/chip could be great to close out a round but more damage.....ehhhhhhhh depends which direction they take it I guess. Given though that seems to be it...not sure a new thread is necessary at this point.
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uhhh well I understand but finding a corner CH QV combo is a pain in the ass really....also going to depend on which ball etc. Important thing is score some damage and a knockdown with 6HS/QV ender. Yes further range mad struggle, landing the sweep is most important. Up close if their crouching options change, such as possibly adding c.S(1) > S Carcass as a combo filler. Optimal crouching combos are c.S(1)>5HS>SQV>5P BH > IAD j.SHSD |> 6HS combos, but again, the most important thing is consistency with knockdown. The corner carry and extra meter gain is great if the combo is spaced to work though. Double Head Morbids are never recommended to end combos unless you're going for the kill. Keeping okizeme momentum is far preferred.
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A QV combo ender should utilize a 2 ball setup almost all the time. If you want to use K Ball set oki after a corner knockdown (nothing wrong with the simpler things!), you should get more damage by using a KQV 6P > BH > 6HS or SQV 5P IAD > j.SHSD |> 6HS ender, and doing a K Set. More damage too.
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If you're referring to the Corner, c.S(2) should almost always guarantee S Carcass, and HS Carcass should be able to interrupt (as is the purpose of the move, so if it's not...) Midscreen though, you gotta change it up completely... One option you can do is Double Head Morbid when you would Carcass, especially with meter of course. In addition you can of course YRC your Carcass early without waiting for her to jump and go for pressure resets. Because Venom doesn't need meter for Damage, you can dump all your meter for pressure and getting in just fine. With this info, if you're struggling to keep someone under pressure in general, you can always take to the old strategy against Baiken: Use your pressure resets to go for mixup options rather than pressure extender. Of course these can be one and the same sometimes, but yeah, more throws and Mad Struggles. At least in the case of this character, she dies as fast as she moves...*sigh*
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AO1 vs 17 Dan Bedman (x2) and an I-No https://www.youtube.com/watch?v=APB2KJMJklE#t=14m22s
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Of note, it's been stated that no balance updates are planned for CPEX, so it's a ways to go before this character changes. Although unlike the above 2 posters, I don't really have any real thoughts on the design changes. But I feel with OD guard cancel, there maybe more opportunities in theory for Amane to reach level 3...more of a hunch, but you can probably make big shifts in momentum if your opponent uses certain moves (one I know is Azrael's Gustaf). And if they stay away from those, then I suppose all the better for you? Because D's are special cancellable, maybe that stopped Amane from becoming a GCOD victim for using them on block himself?
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Really? I still use it and similar setups just fine...what's happening when you try?
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Charge balls still count as one ball each for powering it up. In this case, your string is more practical right after a combo, the charge stinger there is not close to a true blockstring... It's a good, easy to use simple string really...
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I saw this combo on Elphelt in some of the latest Fino videos. Have not tested character specifics. (optional stuff) c.S(3) > PQV > 6HS > BH > PQV > dash 5P > BH > 6HS Can substitute after performing the 6HS for KQV > 6P > 6HS for more damage and worse positioning. Works with 2K proration. Works only midscreen. Highest damage midscreen combo to my knowledge, but less corner carry (And thus probably less meter gain).
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Zato being a blitz abuser is a player habit, not a character habit. Whiffed Blitz punish can vary depending on a few factors, but Venom's bread and butter combos should do fine. Covering a DHM with active balls is a valid tactic in a few circumstances. Doing it full screen with no meter or coverage is the actual stupid thing to do. Anyway while I'm here... 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. Predictable Zato's, doing a blockstring to a 2S into drill, if you instant block said 2S, it's not a true string and you can IAD to preemptively punish drills. I recommend showing the Zato player you are capable of doing this and forcing him to adapt.
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Fino (VE) vs Fumo (EL) https://www.youtube.com/watch?v=gS8vwiJADKc#t=12m05s Fino (VE) vs Karinchu (SO) and Sharon (EL) https://www.youtube.com/watch?v=zNMS8dorWTM#t=5m30s
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Yes comboing will depend on the height. I don't have any one size fits all solutions off hand. Sometimes at mid heights, I can use this classic Venom throw combo for knockdown though. Air Throw |>c.S > j.236HS (TK it)
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It's not free by any means. If he's flicking everything despite changing speeds/angles, it may be best to use the ball's existence as a threat and react to Potemkin. Don't forget of course about your poking and anti-air game, although 6P will not touch Megafist (can't do it in the air) and j.D. (watch where Potemkin is relative to you).
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Not much tbh. 6HS's primary purpose as it relates to balls is to basically touch the opponent before it gets to balls and then cancel into something else (another summon or teleport most likely). The main exception is a piece of corner oki I saw in the early days of 1.1, ending with a P Ball into level 2 charge S Stinger, which levels up the spun ball to level 3 (biggest ball), then 6HS to stop them from jumping out and hitting the ball for a combo or massive plus frames.
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Hasegawa (I-No) vs Fino (Venom) https://www.youtube.com/watch?v=-xMAMl0GzZ4#t=3m38s Etarou (Sin) vs Fino (Venom) https://www.youtube.com/watch?v=5ThK-a_kBYI#t=10m37s Hato (Chipp) vs Fino (Venom) https://www.youtube.com/watch?v=aEdNhFfVLEM#t=7m22s Tomo (Leo) vs Fino (Venom) https://www.youtube.com/watch?v=1WjRhTgt6ro#t=2m35s