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Everything posted by SnowMonkeyFunky
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Does the normal used to hit a set ball change the attack level? IE will a P ball hit by 5H have more blockstun than if it were hit by 5P?
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I posted this in the Sol MU thread a while ago, but the best way to deal with BB without Blitz is jump forward (or jump back in the corner), IB, and throw his recovery. You'll end up going in a very short, almost KOF hop-esque arc. 6P "can" work at some ranges but IMO not worth risking the CH. Another blockstring I punish a lot is Axl's gatling anything into 6H. Not only does Blitz destroy this, but anything besides max range 2H [2] > 6H can get nailed by 6P pretty handily. For Zato there's the olden IB 2S and IAD to punish drill. One I try to go for if they get predictable with the drill blockstring into puddle summon Nobiru is IB the drill, IAD forward jH jD to punish that. Don't forget that a LOT of blockstrings across the entire cast can be screwed over with proper FD use to push them out (like you said with Sol's 6P) so do that and counterpoke with 2S xx stuff or H stinger YRC.
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Double post because it's been almost a week so why not. New midscreen combo from the recent Sanma vid: 2K clS [3] xx SQV, 669jK jS jH jD 6H* It did drop because the opponent was too high, but it could have been that it was on I-No so her weight left her too high for a followup. Perhaps if he delayed the gatling between jH and jD a little longer it would've worked. I'm really happy to see alternatives to the cut and dry clS to airdash combos. Edit: clS xx QV also acts as a fairly efficient burst bait. Because Venom crouches so low, he can actually go around bursts at some spacings making the usual pattern of "burst at the IAD" a bad idea for the opponent. (Done at around 29:08 in the latest link in the video thread for context)
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On that BRO lockdown Eshi posted: I kind of expected low health damage scaling to impact the effectiveness of a setup like that a little more. I guess you could say having balls is better than having guts.
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From what I tested before, height can be accounted for by doing superjump forward IAD into air chain, mainly for lighter characters getting hit higher up. My input for raw SJ IAD is 236956 (IE TK into dash). I do the same thing to follow up stuff like 2D xx H stinger RC.
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At 9:14ish in the recently uploaded Fino footage, K ball oki was successfully rejected on wakeup. ALL PREPARE FOR THE END TIMES. ABANDON SHIP. MAYDAY MAYDAY. WOMEN AND CHILDREN FIRST. In all seriousness though, Venom looks a lot stronger now. QV charge creates interesting frame traps, stinger and CR getting charged when they hit set balls helps with neutral in ways I found surprising, and overall his oki seems no worse for wear than before. I'll just have to become more versatile than "oh I got a knockdown, set dat K ball!" Definitely going to analyze how Fino approaches knockdowns now. Edit: dat gif oh my balls. I acually burst out laughing when I saw that. Edit 2 to avoid doublepost: I saw Fino use a setup that I think would be good to start practicing now. It's this: Stuff > 2D[1] xx P set xx auto teleport jK BH, SCR (probably only use this when they are in the corner) dash in for a mixup. Both the jK BH and the followup SCR give a grip of frame advantage while leaving you outside of reject range.
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[Xrd] Venom Video Thread - Video POSTING Only Please
SnowMonkeyFunky replied to DaiAndOh's topic in Venom
Some sparse 1.1 Venom footage from Mikado: https://www.youtube.com/watch?v=prvp1gBTVz0 https://www.youtube.com/watch?v=4U6WJpEbMJE https://www.youtube.com/watch?v=JA4d2TeUfE0 -
Blitz supposedly only works at throw range, but there's still virtually no footage of it in action at the moment. I'm beginning to think nearly every standard setup we have right now is safe from getting regected, but the wider reversal window for BS is going to mean we still need to deal with the invulnerable recovery. I wish we had more footage coming in. All I've seen if 1.1 so far is Ain tearing ass with Leo.
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Useful to know. Maybe after RC on an airborne opponent you can dash up into a QV loop? I'll definitely mess with this later. Unrelated note, but since Eshi has abandoned us to play Sin is currently dedicated to another character, would anyone want me to stream a sort of "Super Basics of Venom: K ball oki and other stuff" now that I have a PS4 stick? It won't be anything too crazy or in depth, just a general video guide for newer players looking to learn him so they have a visual reference.
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I hadn't thought of that. Definitely useful then since we can dictate spacing and timing pretty freely. Hopefully it will still work after the patch too since the trajectory from 6H BH is "changed".
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Probably useful in some DP punish situations or fucking up people who rely on upback a little too much (cough me cough cough), though I would have to test some setups to see how strict it is in regards to spacing and timing. Honestly, if I had the meter and was punishing something like a DP, I'd rather go for a clS with RC for combo extension or 5H xx H DHM RC for consistency sake. I'll still experiment and see if there's any way to set it up to make this a consistent option though.
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Yeah you're right. I'm just obsessing over this because on twitter Fino basically said "Venom is super fun, but new blitz shield screws him. He has to work even harder now." At least, that's what I decyphered from the nonsense that Google translate spat out: https://twitter.com/fino_077/status/574452374976102400
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Blitz hitting a long range projectile kind of reminds me of Potemkin's FDB in how he gains full invuln during the recovery. I'm pretty sure everything but a fully charged PQV 5P BH will pass through harmlessly on BS as it is now. EDIT TO AVOID DOUBLEPOST: If anyone can contact the JP Venoms at the loctest, ask them if K ball oki into dash jH BH still gets Venom rejected. I was messing with it last night and while the mixup is overall weaker because of pushback, it looks to be outside of a range where 1.1 BS will trigger (unless it has blue burst tier range in which case fuck it I'm learning Faust)
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Findings from screwing around in training mode last night; -K ball dash jD BH isn't a thing. Gonna have to get creative with the blitz shield baits. Something like K ball dash jump AD back jH BH to punish it but that leads to no damage unless you have them cornered or can RC. Idea that just popped into my head: Maybe there's something with jP BH to mess with high and low BS? Reversal low BS should completely whiff and leave them open for a throw, and reversal high BS might either trigger too early and get CH by the ball, or leave us out of regect range if BS does trigger. Gonna test this the best I can today. -reversal blitz doesn't seem to override the built in throw invulnerability on wakeup. Gotta delay the grab like a normal tick throw, but reversal blitz still gives you a massive flash that screams "HEY PUNISH ME" if you already baited it. -New Sanma bnb, not sure if it's character specific but worked on Sol pretty handily: clS [3] xx PQV, 5P(whiff) BH, IAD into the usual. EDIT: This was already broken down in the combo thread a while ago. Reading comprehension vs me is a 10/0 matchup.
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From the wiki: "Blitz Shield repels strikes and projectiles, but loses to throws and Overdrives" I was curious if that throw vulnerability overrode the throw invuln frames you get on wakeup if a reversal Blitz is done.
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Something I saw Sanma do in the recent set with Mugen; he would delay his oki to land a counterhit on reversal blitz. It was clear that Mugen was practicing blitz to fuck with Venom's oki in preparation for 1.1. These fools were playing mindgames revolving around something that isn't even in the game yet. I'm thinking there's something we can do with basic setups to allow for this. Perhaps dash jD for K ball oki to delay the ball hit long enough to get around blitz? It won't be anywhere near airtight, but I'm starting to theorycraft some options that may allow us to actually benefit from the blitz change. Delay ball counterhits are going to be our bread and butter if blitz ends up as strong as we fear. Does reversal BS makes you instantly vulnerable to throws? I know on wakeup you have a certain number of throw invuln frames so if reversal blitz eliminates those then I can see some dirty grab setups arising from the patch as well. EDIT: This is assuming the blitz wasn't triggered by a ball or anything.
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They never gave out a concise list of changes for this one, huh? Kind of sucks but barring what Fino told you I doubt much else has changed. Sounds like blitz is still an issue which scares me a little. I won't know what to think until we get some clean footage though.
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Leo's pressure seems to get pretty messed up by Slayer's backdash and bdc dstep when trying standard backturn oki. Everything whiffs and if you do something with decent recovery like BT S or BT H he can react and smack you with a pilebunker or upkicks on his way back in. Dashing in to catch it still loses to the dstep's evasiveness. The only thing that really blows this up is BT super, at least from the little I've played in this matchup. Anyone have any ideas to catch him when he tries to weasel his way out with bdc dandy?
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I hadn't considered that actually. I'll definitely experiment with that later today and see what I can find.
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My mindset is that full screen positioning is more valuable against those characters. The extra hair of damage doesn't hurt either. I still go for oki when I need a big burst of damage in a small amount of time, but getting them that far away that fast is just too good for my turtley ass to pass up. I'm probably overhyping it though since I feel like it's only really useful against a small handful of characters.
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That's true. I honestly have never fought a truly excellent Potemkin or Leo that knows how to deal with Venom's zoning, so I find that I get more damage overall from flooding the screen and forcing them to make mistakes getting in rather than knockdown setups that can sometimes be vulnerable to backdash Buster, flash kick, etc. I'm sure once I fight someone that can take one of those characters and get in regardless of what I attempt in neutral I'll change my tune, but for now; wohoo bullet hell. I also want to emphasize that this is a horrible idea against anyone with even decent mobility. Most of the cast (Bedman included as he's the only big body that can punish reckless zoning hard in my experience) have better tools to get in than the big slow brawlers.
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I've recently taken to using DHM as my go to combo ender in certain matchups and forgoing my knockdown setups. I'm fairly confident in my zoning against the likes of Potemkin, Slayer, Leo, etc and would rather force them to work their way back in than risk getting grabbed/hit/DPed out of my pressure and end up playing "help, I've fallen and I can't get up!" Granted, this still depends on lifelead, screen positioning, and meter, but overall I'm getting good results so far. Thoughts?
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My mindset for corner mixups and pressure: S CR x N is extremely strong for block pressure at the right spacing. The sweet spot is where S CR just bounces off the ground and H CR will come down on top of them. Repeat that until they get impatient and want to escape, then read the jump out with H CR, air throw, or dash up 6H. If they stay still, dash up throw, high/low, or clS into a mixup. I really enjoy faking them out with dash up TK MS whiff into throw. For oki, K ball becomes the easy peasy basic knockdown setup from everything in the corner. Dash jK BH lets the ball hit super meaty, and you can go for falling jS, late airdash jS > jH, land 2K, land 2D, falling FD to bait DPs, whatever your heart desires. 2 ball sets can be done off most combo QVs or higher 6H xx set knockdowns. S > P ball dash up 5P BH gives a ton of frame advantage for a huge "deal with it" shitty situation for your opponent(shituation?). For taller characters, P>K ball is another great 2 ball oki set because they won't be able to duck under the P ball. Usually go for 5K PBH dash jump S KBH then you go for either falling jS or land 2K. There are countless others. Always experiment, Venom is a character that thrives on the creativity of the player.
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Thoughts on QV as a blockstring ender? I'm thinking there must be a way to space it so that you can bait mashing to whiff and hit the ball for a CH, no?
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Your goal with K ball oki is to have the ball push them into you when you land EDIT: only when you cross up. If you know you'll land in front you wanna time it that the ball and the 2K hit around the same time so the ball doesn't push them away. There are a couple ways to do this that are effective at different ranges; long dash jK BH, microdash jS BH, microdash jK BH, etc all have their merits depending on the range of the knockdown. Grind it out in training and figure out what works from most situations. Early in Xrd I thought microdash jS was the best option for both 2D and 6H, but as of late I've taken to going for long dash jK off most 2D knockdowns.