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Everything posted by SnowMonkeyFunky
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clS beats every teleport option at the right timing. CH either door and AA dive.
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Sample combos: 2D distance is self explanitory. Every practical situation where you can get both hits you can do the setup. For 6H- 2K clS[3] 866 jSHD 6H xx PQV into oki You can do the setup, but this is inefficient because you can extend the combo further by instead doing SQV 6P 6H at least, and go for different oki. 2K clS[3] 866 jSHD 6H xx SQV, 6P BH 6H xx P set into oki Way too far. Better off doing something like blitz safe K ball from this position. 2K clS[3] xx HQV 669 jKSHD 6H xx P set Throw, 5H xx KQV, 5K 6P BH 6H xx P set Throw, 66 5H xx KQV, clS[2] 6P BH 6H xx PQV (Crouching, from low airdash K ball scenario) jSH clS[2]* xx SQV, 5P BH IAD jSHD land 6H xx P set *on Sin do 5K clS[1] Also works from TK MS. All of the above leave you in the sweet spot. There are a plethora of other examples, but this is just to make it clear where you should be. You want a range where attempting to do 6H xx QV will either connect but not allow for a reliable extension afterwards, or OTG to kill the combo. If the former, you can end in PQV and go for the oki from there. I still sometimes settle for P set into oki for those though. I get extra time to charge and ensure I don'd drop the setup. If the latter, you have to do P set into oki.
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Stuff = 2D[2] or a low hitting 6H at a range where attempting to continue a combo with QV will OTG. If QV would whiff, you're too far to get the CR BH to hit meaty.
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Two different scenarios: Low air throw (IE calling a jump out, robbing a burst, etc) Air throw, land clS jc jKSHD land 6H Higher air throw: Air throw, land 9 jPSHD land 6H Both seem pretty universal but I never bothered to test on the full cast as of yet.
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Went into some deeper analysis of Venom's new corner oki setup, and found some interesting shit. The setup (as mentioned before): Stuff xx P set, CR BH, 5P BH, dash 2S (66~3S for shortest possible dash) xx K set, dash jK/S BH into K ball oki style pressure. This setup, on normal block, is completely airtight. FD is still airtight, but you may need to dash further on the dash jK/S BH to compensate for pushback if you want the clean 50/50. The only point it's vulnerable to blitz is at the dash 2S, which if blitzed still forces them to block the incoming charged ball. Seems 2legit2quit amirite? Wrong. I put this up on twitter, and DaiAndOh pointed out that IBing the CR could lead to a jump out. He was right. So I set to work devising a way to beat jump out and ended up with this: Stuff xx P Set, CR BH, 5K BH, IAD into pressure. The basic idea is to catch them after IB jump with a faster charged ball, making them sit still and eat more pressure. Still pretty airtight on normal block too, but it's difficult on some short characters like Venom and Millia. Overall not ideal, but still solid if the opponent knows to IB CR. The only exception is Faust, who can just duck under the charged ball. There's a silver lining though; if he IBs the CR on the other setup he still can't jump out because his hurtbox, while short, is a fucking mile wide so he'll get caught by the 2S. I would assume this is the case for all fatter hurtboxes as well.
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I know for a fact you can get it to work on Ky and Zato. Behold the shakycam: https://twitter.com/SnowMonkeyFunky/status/598134385968291841 For both of them, the dash has to be almost nonexistant. You want the soundbyte to come out and already be in the air. On Ky, it's tight to the point where I almost don't consider it worth going for, but Zato never gave me much of an issue.
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Watched Blacksnake's stream today and I caught a bunch of really neat combos and setups. I apologize if any of this is already common knowledge, but it was new to me. I scribbled what I could down on some notebook paper, here's what I got: General -Max damage universal 5D midscreen combo: 5D jDD jS djc jSPSHD -Gimmicky but effective air throw setup: Crouch confirm clS[2] xx H QV, 6P xx Teleport, airthrow them when they tech. -EDIT: Another seemingly universal combo: clS[3] xx P QV, 2P (BH), 6H xx whatever. ^We have better stuff midscreen, but this can really shine in the corner where you can cancel 6H into something like S QV, 5P BH etc to extend the combo and get more QV loops. -Potemkin combo: clS xx S CR, IAD bnb -Leo combos (all of which should also work on Potemkin): clS[3] xx SQV 66 clS[1] jc jKSHD 669 jKSHD 6H Corner throw, 66 5H xx S QV, 66 clS[1] jc jKSHD(BH) 6H ^For this one you might be able to get another rep of 669 jKSHD after the BH. He also did a similar combo on Millia but I forgot to write the exact notation. Might be exactly the same though. clS[3] xx P QV, S QV, 5P (S BH) into IAD bnb ^He called this one Proosh loops. Seemed like a really small window for the second QV to connect. clS[3] xx H QV, 669 jKSH (BH) 6H ^Yes, you stop at jH. Seemed to be kind of finnicky with the dash distance, too far and the jH will send the ball at an angle where it'll whiff. Also on the clS[3] xx S QV 669 jKSHD combo I mentioned earlier, he got it to work on Leo with dash momentum. Side note on any combos involving clS[3] xx QV 669 etc: Take advantage of the larger dash buffer window added in 1.1. You can input dash a little earlier than before and get those combos consistent on almost everyone. You don't even want to see the dash. As long as you hear a dash sound and your forward jump has greater momentum, you should be able to make it work.
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That would be P>K set to dash jS, and from my testing so far yes it's blitz safe.
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It's harder to time, hits sooner so less frame advantage when you get there, and vs some low crouchers at some ranges it may whiff. Something like corner combo ending in 6H xx K ball oki with jS vs crouching Faust and maybe Millia/Venom/etc will whiff. It's hard to compensate for midscreen, you just need to time it, but in the corner with the new sped up autoset, you can do combo > 6H xx P xx K set dash jS to hit both balls and every character has to deal with it. Video example:http://www.youtube.com/watch?v=PQnjiZLZV9Q&t=9m8s
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Just don't hit the ball then do whatever you planned if you want a CH. I'd still rather keep them still. As a general rule of thumb, go for cross up K ball as often as possible, but if you know you'll have to land in front hit the ball with jS. It 'should' leave you out of reject range.
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Yeah, after messing with it I'm beginning to realize that followign up with 2S is mandatory for a good chunk of the cast. Might even always whiff on Faust? Not sure. Too tired to test. I'll edit that post accordingly though. EDIT: It won't whiff of Faust if you make him block.
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Seemingly universal corner combo to 3 Ball set (probably into BRO chip setup) 2K clS[3] xx S/H QV*, microdash jKSHD, land 6H xx QV xx Set *Must be one of these two. K and P QV will get hit during the combo. I recommend S whenever possible, because at some timings the 6H will hit the H ball. Might not work on Potemkin. I recommend the following if you have the meter for BRO: above > BRO, CR (BRO BH), (2S (BRO BH) xx S Stinger) x N (yes it all combos) If they try to jump out any time after the 2S xx S Stinger they'll get hit and combod for as long as BRO lasts. If they block they eat a ton of chip. FD can push you out, but you can mitigate this by doing microdash 2S xx P set instead. That doesn't combo, but keeps them locked down.
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It works on Venom but needs a microdash. I'd assume it's the same on other small/wonky hurtboxes. EDIT: Combo tested: 2K clS[3] xx S QV, microdash jKSHD, land 6H Couldn't get it to work on Pot. Works on everyone else including Bedman which is strange. Can't test on Leo since I don't own him on my JP copy EDIT2: Can't get it to work on Leo either Overall it seems like the lighter the character, the more delay you want between jH and jD. Like Ky gets no delay while I-No would get a fair bit of stagger. Smaller/lighter characters can also stand to get a longer microdash. On Ky it's tight to the point where you might as well just go for the standard IAD.
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1.1 is out, here's what I've got so far Venom specifics: -K ball oki isn't completely dead. The regect zone appears to only be dead in front of the Blitz-er, so if you were in a situation where K ball oki would lead to a crossup you should be golden. Personal shakycam evidence: https://twitter.com/SnowMonkeyFunky/status/596519272253362176 -It seems like sometimes it won't get regected in the front either sometimes. Using jS to BH from a midscreen 6H leaves you outside of regect range when blitz triggers, so you're still pretty safe there too. More shakycam: https://twitter.com/SnowMonkeyFunky/status/596531424838217728 -Still testing, but Reki might be right on that combo being universal. (need to sj>IAD on certain characters. Will make a consolidated list as I work) -At its new final height, P ball can not be low profiled by Ky's Stun Dipper. Exponentially more useful zoning tool in that matchup now. Overall system: -FD does NOT protect you from projectile blitz. If you are in range you will still be rejected. -You can blitz bursts now which is hilarious.
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Gonna consolidate all of the 1.1 setups I have written down in various places for my own sake, and if I miss any you guys will contribute too. I'll provide links as I dig them up. Traditional K ball expanded: So because straight up K ball oki is vulnerable to new blitz, we need to compensate. What I've been seing a lot is jumping in without the ball, then the airdash vs low mixup is used to CH reversal Blitz attempts. Basically, do K ball oki, but if you think they'll blitz, don't hit the ball. Note that going in raw like that opens us up to the 6P+H AA/Throw OS. It'll still be a good option, but by no means the swiss army knife setup it used to be. Alternative: jP BH moves slower and will CH high blitz and leave you safe from low blitz. Should cover you from the 6P+H OS as well, but is open to escape via nearly every movement option. https://www.youtube.com/watch?v=PQnjiZLZV9Q&t=20m57s The same empty jump principle can be applied to H ball safejump as well, where you have the canned setup that's vulnerable to blitz, but delay airdash chain blows it up. Corner pressure thing: Not so much a "force a 50/50" deal as much as just keep em blocking. stuff xx H QV, S set, 2P (H BH), P set, 2S (P BH) xx Teleport to leftover ball. Can kind of force a mixup after the teleport with jS xx MS vs jS land 2K The new go to corner oki: knockdown xx P set, S CR (P BH), 5P (Charged CR BH), dash in 2S and do whatever. Baits DAs and DPs, safe from Blitz, cranks guard bar, and it's pretty much airtight. Is there anything this setup can't do? Basic idea: http://www.youtube.com/watch?v=gD-07KO9KP8&t=21m42s Baiting DA: http://www.youtube.com/watch?v=gD-07KO9KP8&t=18m23s Expanded blockstring example: https://www.youtube.com/watch?v=PQnjiZLZV9Q&t=6m57s Pseudo 50/50 option with jump in: https://www.youtube.com/watch?v=PQnjiZLZV9Q&t=7m50s Sample pressure in 1.0: https://www.youtube.com/watch?v=RZ9HCxUFeDc Monsta Chip feat. Dark Angel: midscreen stuff > 2D[1] xx P set, Dark Angel, charge HS Stinger (lvl 2-3 it appears? P BH), immideate HS Stinger (charged Stinger BH), teleport jD (stinger BH). A grip of chip, plus enough time to dash up and do whatever you want. http://www.youtube.com/watch?v=gD-07KO9KP8&t=21m30s Monsta Chip 2 feat. da BRO: corner knockdown xx 1-2 ball sets**, BRO, S CR (BRO BH), (2S xx P set) x N https://twitter.com/EshiATL/status/580488246821593089 Note that if it hits at any point, replace 2S xx P set with 2S xx S stinger to combo. https://twitter.com/Skeletal_Minion/status/595990678208937984 Alternate variant that leaves 2 charged balls as an AA option https://www.youtube.com/watch?v=PQnjiZLZV9Q&t=16m50s Alternate variant 2 that uses H set > teleport as a mixup tool: https://www.youtube.com/watch?v=PQnjiZLZV9Q&t=21m37s **POST 1.1 TESTING: needs 2 balls or more. 0-1 ball BRO sends it at a strange angle BRO frametrap combo: during corner block pressure, clS xx BRO, *(2P (BRO BH) xx S CR) x 3, 2P > 5D > side dust combo *they hit a button or try to jump out here and get hit. http://www.youtube.com/watch?v=PQnjiZLZV9Q&t=2m50s
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Are you sure that first combo is universal? I can't get the jH after QV to connect on Venom. EDIT: Just read the ending bit on smaller hurtboxes. My bad.
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Theoryfightan time, let me know what you guys think. Yet another relatively simple concept I want to crack open and get input on its usefulness. CR vs QV frametrap concept: 2K clS xx CR/QV blockstring Initial writeup is assuming normal block, but edits contains info on IB and FD. Blockstring to CR is done by 2K 5S~[2]8S hitting S for CR after a small delay to ensure enough charge. CR: +nets a grip of frame advantage to rush back in and go for a frametrap or throw +CHs slow buttons +in the corner it leads to sea floor levels of pressure -can be mashed out of by faster buttons -jump out viable midscreen -kind of difficult execution QV: +catches jump out and a handful* of backdashes for a knockdown. Even if they 'can' backdash, the timing is incredibly tight. +cleanly frametraps any buttons for a potentially damaging CH wallbounce combo (QV type and screen position dependant) -ends pressure I wanted to generalize a scenario where QV can function as a viable frametrap. It's hard to make the opponent want to hit buttons or get out of a situation unless you consistently put them in a shitty scenario. CR on block forces that shitty scenario. Edits: On IB and FD: In general, FD doesn't push you out far enough to make either special whiff, and only stands to net you more frame advantage. IB does open up gaps for DPs and Supers**. It seems this particular string leaves you far enough out that even on IB, QV can't be punished (I couldn't even get Slayer's DoT to punish. The only exception I could fine was Pot***). **On invincible and low profile shit: Invuln supers eat past the QV and either beat or trade against CR. Watch for that. DPs are hit or miss, literally. Sol's DP beats both on normal block, but Ky's won't reach even on IB. I-No can IB the second hit of clS and S STBT under QV, but CR beats this option. Character specific shenanigans: Slayer- He can backdash to avoid QV or forward dash to punish CR. If he forward dashes QV he gets knocked down. If he backdashes CR, he can duck under the oncoming ball, but you're left with breathing room. Since Slayer's best option to deal with blockstring xx CR isn't to jump or hit buttons, this frametrap is nowhere near as effective as it can be. Stick to zoning him IMO. Bedman- Backdash can avoid both. Forward dash can he used to armor teleport from CR, but it's super tight. Still useful in this matchup because the best Bedman gets is space which benefits Venom more. Instead of fishing for a CH you're fishing for real estate. ***Potemkin- He can backdash away from QV, but will eat a CR if he tries to. Also Pot buster + good IBing blows this entire frametrap out of the water. He can buster between clS and CR on normal block, and if he IBs the majority of the string, he can cleanly punish QV. This is difficult to do and involves IBing QV with a 63214 and inputting 6P for the punish. Overall more useful than vs Slayer, but still keep an eye out for Pots with FAB level IB skills. Also since he has to block all 3 hits of clS even on crouch, you can vary your timing even further to fuck with him. Venom- We can QV the CR for a free CH whee. *Characters that can't backdash QV midscreen- I-No, Axl, Venom, Leo, Zato Tldr; CR vs QV on block leads to a neat little frametrap mindgame.
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There are very few changes to his basic bnbs. Even his more complicated 1.1 stuff is still possible on some of the cast. Honestly, if you're going to pick up Venom now, you can only stand to gain from it. Even if his combos did change drastically, the general mindset behind the character probably never will. Learning when and where to set balls and how to use them effectively is far more important than drilling any combo.
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He did a mix of both. There were one or two occasions where he got CH for trying to counterpoke with 2K, but he might have just hit the button late or DStep S might have hit in a way that gave Slayer that extra hair of frame advantage he needed.
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Honestly I play too many people that mash on throw as a reversal so I never really consider it, but if you can make it work then by all means go for it.
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Fino showed off some good stuff to deal with Slayer's shenanigans. For example, unless DStep S got stealth nerfed in 1.1, you can IB (maybe regular block in some situations too?) it as long as it's not meaty and can backdash out of the S>H vs S>2K 50/50. His 2D and 6H "can" catch you, but at least you can force then to rely on more than the raw mixup.
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That sounds like a good idea. Maybe it'll have better potential to organize that Venom lobby one night. Even if not, organizing mirror match sets should still be beneficial. I have it working on my phone so I can talk shop whenever, data and battery life willing. EDIT @Daiandoh Yeah you're probably right. I actually screwed up in that exact situation last night online (2f so I can't even legitimately blame the lag).
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Which knockdown are you going from? 2D should be pretty airtight when going for jK BH (try double tapping the dash jK to get it out asap), but off 6H knockdowns, dash jS BH hits meaty more consistently. As for airdash back jS, you may be airdashing too low or hitting jS too late and landing before the jS can come out. It could also be the dummy's hurtbox (crouching Sin and Ramlethal always give me trouble in this situation).
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You don't need to worry too much about face up vs face down because Venom's two most common knockdowns (second hit of 2D and 6H) both leave them in the same type of knockdown state (Face up IIRC, but don't quote me on that). The first hit of 2D does the opposite, but usually leaves them too close for K ball oki to be consistent. If I need to settle for one hit of 2D, I usually just P set and go from there. I don't recall what knockdown QV gives, but if you're using it as an ender you're better off going for the plethora of 2 ball oki options like S>P for days of blockstun or K>P with that dirty ass teleport followup.
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It'll be even worse come 1.1 when bouncing stinger and carcass off BRO charges the balls. Even if he "can" flick back the normal balls, we have the potential to leave no room. All he can do is FD to avoid ST level chip damage and lose every last ounce of tension, or die slowly and painfully via bullet hell.