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Raurik

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Everything posted by Raurik

  1. As I understood, 623HS left time for K ball summon then pressure. The combo ended with K ball already in position so I was under the impression you could use that ball summon time to begin pressure and still be positive. Midscreen combo link from the 6K to the c.5S is just tight. I've done it a bit, but I'll test max distance on c.5S on start and make sure I can get it to connect. The dash in the midscreen throw combo is to cover all opponent sizes. robo ky falls fast and some other characters are just tiny. Wanted to make sure everyone could look at the chart and learn a combo without immediately having to start tracking character specifics. For the mad struggle IOH I was trying to notate a tiger knee, but GG notation isn't my native language if you know what I mean. lol. I'll change it to 2369. That's my train-of-thought behind why I notated some of that the way I did. Any combos or series you could share that I could add to the post?
  2. There are a couple ways you could do this. I have been practicing on my Vita for a while now where I can't use my stick and I've adopted pretty well. I sometimes wrap my first finger up onto the S button so I can hold K with my thumb for Drunkard Shade loops. If you have Twitter, try asking Latif for advice. He's a godlike Eddie player who first learned on pad. He only switched to stick because he was playing people in the arcade at the time from what I understand.
  3. Reserved for character specific combos
  4. Here's a proper combo thread. Consider this post an ongoing WIP. I'm going to write down what I have and update with combos that people add to the thread. So, let's say if your corner combo does more damage or does same damage, but better ball setup afterwards, I'll move the previous "best corner combo" down with other variations and replace it with yours. That way multiple combo options are easily obtained, but the "best" combos are right on top. If you disagree with x combo being on top when y combo should be, sure. If you're right, you're right. Just explain why so it can be better illustrated in the top post. Also, all combos will be followed directly below with a series of symbols that indicate where balls are positioned afterwards for easier visualization of oki. i=Venom o=ball o(letter)=first ball summoned+version _=opponent invisible . for spacing if you need it. Example: Traditional K ball pressure. o i . _ With all that said, please give me your combos to add to the list and make this resource stronger! MIDSCREEN May begin with optional 2K for low mixup c.5S(3) xx 6K xx 214S > 66 > c5S(1) xx 6K xx 421HS xx 214K o i o o(S)_ CORNER 2K xx c.5S(3) xx 6K xx 214P > 66 > c.5S(1) xx 6K xx 421S > 2S xx 421S > 2S xx 623HS o i . _ THROW-MIDSCREEN Throw > c.5S(1) [hits ball form] xx 214HS > 66 > c.5S(1) xx 6K xx 421S xx 214K o i o(H) o_ THROW-CORNER Throw > 421S > 2S xx 421S > 2S xx 421S > 2S xx 623HS [DAMAGE] i . . _ Throw > 421S > 2S xx 421S > 2S xx 421S xx 623K > j.K [PRESSURE] i . _ [Follow Ups] Any "(letter)" notates which ball summon it was. Usually specifies the first summon in the series. a.k.a. which ball Venom will teleport to. o V o o(s)_ 2P to hit H ball then j.K the K ball > air-dash for pressure OR 623K to S ball and do 2P xx 2K xx 2S xx 4,6S(hits H ball) j.K > air-dash pressure. MIX UPS Good mix up strings. 2K xx c.5S(2) xx 8 > 236S OR 236D If you did 236D.... 2K xx c.5S(2) xx 8 > 236D > air-dash >236S or 236D If you did 236S... 2K xx c.5S(2) xx 8 > 236S > 2K xx 2D If 2D was blocked... 4,6S xx FRC > 66 > 2P xx 2K xx 2D If 2D hit... 214Ball Ball Zoning Patterns WIP. Life got in the way of me finishing this today... NOTE: Damage will be added at a later date.
  5. This is actually an amazing point. I'm personally one of those people that will lose millions of times and it just makes me hungrier. On the other hand though, pretty much EVERYONE else I know that likes fighting games generally can't lose too many times before looking for something else to do. Having something less competitive around that's more focused on socializing would definitely help quell the notion that FGC related events are only super aggressive scenes. One of the other issues that I've personally run into with my local scene is that nobody wanted to see a new face. I showed up, stick in hand, eager to test my might against some people in local matches. I sat down to SF4. The competition was really wonky. There were two guys there that would wreak house, and the rest of them were still learning some basics so no middle ground. When I sat down, the two guys had left and so I was playing against the rest and, in turn, didn't lose a set/my seat. I played for a bit, but knew they weren't really up to beating me yet so I tried to kindly made an effort and gave up my win streak to let more people play. I came to make friends, y'know? As soon as I was up nobody gave one shit that night. Tried to talk about the game, tech, recent event streams, etc. Nobody wanted anything to do with me. They were too busy chasing something else. So I called next again after a while when one of the other two guys came back over in hopes to at least learn something first hand from them. After that match he left so I did too. Funniest part of that night was when their Ryu player versed me. They kept making comments about him being like Daigo or something. I also played Ryu and assumed he could play because of these remarks. He could not. Made for quite an awkward blowup. Again, just really weird. I've been back a few times since because I was desperate to play against someone that wasn't online, but each experience seemed worse. They're almost exclusively an AE/UMVC3 house and after my first visit I got more into other games that, even when mentioned as a "You know what fg I loved playing back in the day? CVS2." were scoffed at for any reason imaginable. I honestly wouldn't go back. It's really hard to go back to an event (especially a weekly one) where no one even makes the slightest effort to say "hi" back. Bottom line, beyond just being a more welcoming event, the event-goers need to make an effort to invite the new blood into the fold. Wait, isn't that what the OP said? Well, here. Use my experience of looking into a local scene as what NOT to do.
  6. Combo 1 was meant for having two balls on screen to begin mixups. I wasn't as worried about damage. What's great about it is it puts you directly on top of your opponent. HOWEVER I totally had a type-o. I meant to have 421H xx D for slash formation. The regular H positioning looks awful and isn't worth much. c.S(3) > 6K > 214D > 6HS > 421H(>D) xx 623K > mixup Here's how Venom is positioned after it. o=opponent, V=venom, *=ball [ (*) means lightening ] --(*) __o*V___ If you input the back-grab you'll get it. No walk up necessary. Also, freaking CR loop isn't a cancel!!! I've been thinking this entire time you had to cancel 6K into CR. After several hours banging my head against the internet I watched a video of someone doing it and noticed 6K's animation had played from front to back. I went to training, tried to link CR after 6K, immediately got it and felt like an idiot. Corner Carry Combo!! Difficulty * Damage 129 c.S(3) > 6K > 28S (NOT CANCEL. lol) > dash jump > j.K > j.S > j.H > j.D) On a side note, the best damage I've been able to get is 167 in the corner. What is considered "big boy" damage for GG? Corner only Difficulty *** Damage 167 Meter 75% c.S(3) > 6K > 28S > DASH > c.S(1) > 6K > 28S > DASH JUMP > j.K > j.S > j.H xx 236D> 6K xx Dark Angel > DASH JUMP > 236H All of that meter seems wasteful though as a j.D instead of 236D puts you at 140ish. On the flip-side I took the teleport locations from Tactical Arc one step further and mapped out which balls have priority when Venom goes to teleport on top of the Dustloop Wiki's ball formation jpgs. So, if the K ball is missing from P's TA then you'll now know where you'll end up. Here's an example since I can't upload more than one photo per post and I'm not about to spam this thread with these pics though I have them if anyone wants them for reference. The numbers indicate which ball has priority from 1 - 5 of the balls remaining from when you called TA. Venom will ALWAYS teleport to the ball with the higher priority (smaller number). What's REALLY interesting about the teleporting priority is that almost every single ball formation's priority appears to go in a circle, it's not some erratic pattern. What's more, the type of ball doesn't offer a pattern either. some formations are K S H D P, others are H S K P D. What I'd really like to see is how that could potentially be used with the teleport to potentially pop around one's opponent, shooting balls everywhere as one continuous combo, but I'm probably dreaming at this point! What's your biggest damaging combo with Venom AC+ and +R? Is there a sizable difference?
  7. I'm surprised there hasn't been more talk of Venom's changes/tech given that the game is now available for the Vita. I guess everyone is playing it instead of coming up here. lol. I'm new to the forum as of about 20 minutes ago, but I was loving this thread and wanted to share a few things I found. I have no idea if they're old or new cause I never followed Venom that closely, but I've started watching a bit recently and.. okay now I'm rambling. Here's 3 combos that work. Please go easy on my notation. I'm not the biggest fan of GG style notation, but I'll do my best. :D (all from left side & all combos were performed on Ky Kiske. None of them have been tried on anyone else.) Difficulty **** Damage 93 c.S(3) > 6K > 214D > 6HS > 421H xx 623K > mixup With this I was trying to get two balls on screen and use his new teleport cancel to be right on top of the opponent for a mixup (without using any balls yet). This leaves you right above the ground and since the teleport has almost no cooldown now the option of doing a 236D or j.K for IOH or landing immediately and grabbing them as they get up for more shenanigans. It puts you right on top of them to do whatever you want. This combo was really hard (especially on the Vita pad) because it's really finicky about spacing for the 6H to hit in time so it's not techable and when that works, having the distance right so that the 421H doesn't whiff. The beautiful thing about it though is that if 421H does whiff then the teleport won't come out so you won't be unintentionally sacrificing yourself to Eddie with this. Difficulty ** Damage 110 c.S(3) > 6K > 214H > 6K > 623K > j.K > j.S > ??? I'm just not familiar enough with Venom or his mid-air combos to end this right. All of this works, but I'm not really sure what to do after it. perhaps instead of j.S I should try j.H to take them down some because once you touch ground (at the ??? point) they're way too high to hit with "6K" or "c.S(1 or 2) > 6K" which is what I was hoping to hit with. This one's not hard at all and it's 110 damage for zero meter and builds 25% meter. Seems like it might be useful. ESPECIALLY for those of us that can't get CR loops for the life of them!! CR loops frustrate me to no end... Random Tactical Arc Teleport Nonsense for P version you teleport to D (>D is same) for S version you teleport to K (>D is same) for H version you teleport to S (>D is same) for K version you teleport to H (>D is P) for D version you teleport to H One thing I thought was a fair mixup was.. c.S(3) > 6K > 421P > Tactical Arc P as soon as the Tactical Arc animation ends do your teleport and you'll be right behind them. Throw them whichever way you want then... (from grab) > Dubious Curve > Teleport By using the billions of different places your teleport can come out of (see the list above) one can move around for mixups while the enemy is plastered against the floor by DC. All while there's 5 lightening balls around to be shot at any time you feel. It's pretty awesome. More combo related nonsense with Tactical Arc! Difficulty * Damage 114 - 115 c.S > 6K > Tactical Arc S > 5P > dash jump > j.K > j.S > j.H > 623H Doesn't seem worth the meter, but it is pretty awesome looking. I imagine this is what it'd look like if Venom could combo after his Instant Kill. If you're in the corner the previous combo can be altered so that instead of dash jumping up to catch the opponent one can just run in with a 6K for a normal ground bounce and combo further from that. Don't know if any of this is worth much, but I wanted to contribute something to what's been a pretty fun read so far. :D
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