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Everything posted by DaiAndOh
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1- Depends on the spacing of it. S Stinger YRC is best in close and mid distances though and will usually be resetting your pressure by rushing back in. 2- There is. You just found it.
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2 Bishop corner setups and a fuzzy. https://www.youtube.com/watch?v=7ofrkBHZEzs ? (Zato) vs Isamu (Venom) https://www.youtube.com/watch?v=bZvBg0JWCT8#t=13m30s
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While this is calculable...it's a lot so don't. Cancel it.
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Nothing should have changed regarding that.
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Is Ramlethal the new Dizzy? Dizzy vs Ramlethal
DaiAndOh replied to TheLaughingJackal's topic in Guilty Gear General
If Ramlethal was the new Dizzy, Dizzy wouldn't have been in the game in the story mode.... Ram is Ram and Dizzy is Dizzy. -
Seems like corner carry would go up. Would this route grant more uses of 623C corner route? (meaning going into the oki you went into in your video) Also I'm guessing the loss in drill gain wouldn't matter too much?
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https://www.youtube.com/watch?v=NQ2M0L7F7DA Keiichi (Venom) vs. Koichi(I-No), Sharon(Elphelt), Karinchu(Sol) Best I've ever seen him play!
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Hmmm yes, odd stuff regarding QV...that's the data from the page and you see yourself it works out.... However, 5K is 7 frames of startup, 2S is 6...did you mean 2K? Also odd stuff regarding corner teleport... haha don't worry about being defensive, I added a few good points myself, which you just capitalized on the following posts. I think I would use it mostly against DP characters for that reason, or maybe if I find my opponent is using dead angles immediately rather than looking for safe spots. Real talk, I'd rather deal with defensive people that make actual good points than people agreeing with anything I say that happens to be wrong -_-
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So testing the c.S(3) QV combo midscreen: Works with j.KSHSD |> 6HS, no dash after QV: SO, FA (difficult...), SI, MA, SL, LE (harder) Microdash after QV and delayed string: MI, CH, EL, AX, IN, RA, VE, ZA, BE (hard), KY (super hard) (thanks Snowmonkeyfunky) Microdash into c.S(2) j.SPSHSD |> 6HS: PO (difficult), LE (easier) Every character except Faust and Leo I believe that it works without a dash can be dashed. However dashing is harder on Sin, he tends to to get crossed up mid combo.
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On the first setup, 3 ball setup is rare but using the new QV combo in the corner (QV, j.KSHSD), 3 ball setups are more viable. In general, teleporting to a ball off screen will have Venom crossup the opponent in the corner. We can learn the frame advantage from the QV charge using frame data. http://www.dustloop.com/wiki/index.php?title=System_Data_(GGXRD) As reference: Level 0 Charge = Level 0 attack and so on. I really hate ASW changed level 1 to level 0 from XX to XRD but anyway. Level 0 Charge = -4 (we know this from frame data already) Level 1 Charge = -2 (somewhat improved actually) Level 2 Charge = +1 (set a level 3 hit ball and plus on block!) Level 3 Charge = +4 (AC Dubious Curve! Too bad you gotta charge it for that) (really gotta update that wiki with this) However note that QV has 8 active frames. So depending on your meaty timing, you'll be getting even more advantage. So the second string isn't the best string for mixup possibility, but it's pretty safe as you pointed out, and it will inflict a decent amount of chip.
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Might be true. or Sol being personally worse for me. Although I do have Sin experience, it's mostly limited to one Sin player..
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The buffs are hella fun for sure. Venom would still have problematic matchups though. Zato, Faust, I-No, and Sol are not his in favor as well (not sure of 1.1 Sol? But if he's that much the same, then yeah). And yeah, getting knocked down and getting run on is a problem for Venom in a lot of matchups, even against weaker characters if they have effective okizeme..
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So even though Venom (as well as I-No and I think Sin for example) pretty much got 90% or more buffs, they're just not good enough to overcome certain bad matchups. Most of Venom's changes, with the main exception being spinning balls to level them all are largely geared towards pressure and combos, which wasn't exactly an area he was lacking... There's nothing new that stops Chipp from teleporting next to him or Millia's speed and pin shutting down a portion of his neutral game. Now he also has less room for error against Slayer, and Bedman and Axl matchups got harder (the latter I think will still probably be in Venom's favor though, not sure about Bedman). On the other hand, the Elphelt grenade changes help Venom maybe more than any other character, he got better in that matchup and probably the Ramlethal one too I imagine!.
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Correct me if I'm wrong, but I think a lot of matchup charts came from Arcadia magazine (with input from players), which doesn't exist anymore.
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Ram isn't "shit". However, many matchups have significantly changed for her for the worse in some way. Her neutral game from far range needs to be completely re-adjusted compared to what it was, and what it was compared to what it is could be quite dominating....
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While interesting you can get the second set while maintaining charge, you only have so much time to set and then charge the stinger before your opponent gets up. SADLY, you can't get the autoset after a QV, have to input manually to summon cancel after QV.
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If you mean on okizeme, one ball set into Stinger or Carcass is the standard. Snow but the details of the latter. The former is a P set into level 3 Stinger which spins into level 4 and then shooting that out ASAP (6HS? to cover space?)
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Quick 1.1 combo impressions: Feels easier to do jump airdash needed for the bnb with the fastest possible timing. Also fastest possible timing now works on Faust but still doesn't on Millia/Sol. New QV standing BnB. Not sure of characters (tbd, but I saw this bnb often in videos against Sol and Slayer). c.S(3) > P/S/HSQV > j.KSHSD |> 6HS. The ball is not used in the combo so it can get used in the setup.
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1.1 is all but out, move to there!
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We're getting 1.1 tonight! So here's 45 more minutes of Fino https://www.youtube.com/watch?v=PQnjiZLZV9Q Fino(Venom) vs Tanabata(Slayer), Sanma(Venom), Karinchu(Sol) https://www.youtube.com/watch?v=gHeJbMjSt44#t=13m45s And some Hase (Slayer) vs Sanma matches
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So I can't stay for this one (important family plans), but I should have enough time to run Sailor Moon, just earlier (2 pm). We had 16 entrants last time, it's $1, I can teach you in 5 minutes, and it's really fun! Give it a shot?
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Hello. Starting with this character can be an intimidating task. Personally I recommend prioritizing the following things: 1. Learning his normals and non-ball specials, and their basic application 2. Learning the ball summon mechanic and seeing how normals interact with the balls. Getting a feel for when to set outside of knockdown will take practice and time. 3. Learning basic combos and pressure without setting a ball. 4. Learning basic one ball setups. 5. Learn simple YRC applications. From there you can get into learning more advanced strategies, but those are the 5 main basics.
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Fino casuals: Fino(Venom) vs Rion(Ky), Hohiko(Ramlethal), Umecha(Sin), Nage(Faust), Karinchu(Sol), Roi(Sol) https://www.youtube.com/watch?v=Y9nvOcHegNk
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Sanma (Venom) vs Sharon (Elphelt) https://www.youtube.com/watch?v=jElsfPuaIkk#t=6m07s Sanma (Venom) vs FAB (Potemkin) https://www.youtube.com/watch?v=jElsfPuaIkk#t=9m10s
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Yes, j.D on the way down and rejump afterward for those setups.