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SnowMonkeyFunky

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Everything posted by SnowMonkeyFunky

  1. How do you shut down fastfall?
  2. What kind of priority does FDB have against supers? Can he flick Dark Angel or Bishop Runout? How does a flicked projectile react to either of those supers? (like FDB S Stinger, Venom does either super back to "stop" the fireball)
  3. FS > 2S is a useful chain in neutral to keep reckless hamerfalls in check. If you get a ball flicked, jump and air summon. Watch for ICPM though. I have trouble reacting to slidehead. What should I look for to be able to consistently avoid it?
  4. True, but his 2S beats almost anything anyway. If you get hit by that a lot, try occasionally tossing in MS. The pause at the startup will sometimes screw with his AA timing.
  5. I didn't know you couldn't throw during an airdash. That kind of kills much of the threat against FD jump out after a blocked range CR. Unrelated, but how big is the gap between air normal xx Mad Struggle? I would assume jP xx MS is easy to mash out of because it's level 0, but K, S, and H are lvl 2 so would that give enough frame advantage, at least on normal block, to make MS uncontestable? If not, maybe jD?
  6. @Eshi Damn, I was gonna do that with a livestream after I got my PS4 stick. :/ Ah well, we'll all be better off with your cleanly edited and easy to understand vids than me stammering over a bad mic with my crappy execution. @DaiAndOh You're probably right, but I'll still try to find some use for it. That situation is probably better suited for S>P set dash up 5K etc anyway. @Kumlekar I'm flattered, but if you're having trouble figuring out what to do with Venom in general then Dai is an infinitely better resource. He is "da neutral god" after all.
  7. Something I see a few high level Venom players do after a long ranged blocked CR is IAD in with jK+HS into an air string. If they jump into range they get airthrown, and if they stay grounded or jump in such a way that is out of airthrow range they're still being pressured. It's by no means airtight, but definitely worth considering if you catch them hesitating.
  8. I don't recall needing to compensate for wakeup time with single or double P ball oki, but now I'm curious. I'll definitely put some in some time testing in training mode when I get a chance. Expect yet another obscenely long write up on something that doesn't warrant so much detail real soon!
  9. It's not airtight midscreen but it seems to still work against 90% of people. "He set a ball, hit it, then SET ANOTHER ONE?! What do I do? WHAT DO I DO?!" *gets hit by the fifth TK mad struggle that round* Single P ball is still great for its simplicity midscreen though. Both single and double have become my go to options when I don't feel confident in executing a better setup due to lag, nerves, etc. Not the best, but it's better than nothing.
  10. There's a setup that hasn't been discussed much (at least in this thread) that I've been getting solid milage out of lately - double P ball oki. I first saw Fino do it but Blacksnake gets work out of it as well. Basically, any knockdown into P set, dash up 5P BH into another P ball set, then you can either dash up 5P the second ball and go jc to a high TK MS or low (fake out with whiff MS to catch people trying to react) 2K or use the threat of the second ball to run up and high/low/throw. A few reasons I've been forcing myself to implement it into my oki; -it's so easy to do even netplay can't botch it. Works pretty consistently midscreen from both 2D and 6H and is damn near impossible to mess up in the corner. -with the changes to Blitz in 1.1 this setup is one that can and will bait the opponent into wasting meter and still trap them in a lockdown scenario -it leaves you safe from most reversals and DAs. The only things that seem to be able to escape and actually reach Venom are instant low profiles like GV or maybe STBT. Thoughts? Maybe I'm overhyping something that everyone else alread knows about and uses extensively.
  11. Fino confirmed that clS is now a crazy good AA. Despite that Blitz fucks with a lot of Venom's oki he seems super happy about him in both loctests. He keeps saying he's fun. Is the supposed March release date only for arcade only or will console come out around then too?
  12. Yeah there were certain setups where comboing into PQV wouldn't work but others would.
  13. Fino isn't the only one I watch, that video and the Blacksnake ft5s were just what I happened to be watching when I had enough time to take notes. The notes on my phone have already been expanded so I'll definitely update that pastebin in the future if anyone wants.
  14. 2S and 2D can mess with raw dandy stuff, but from a blockstring hitting buttons can be risky.
  15. Trying to practice this matchup and there are a couple setups I can't seem to figure out how to deal with a couple little pressure strings. 5K/clS 6H xx P Dandy, It's Late frametrap(s) Stuff > Dandy into no followup throw vs It's Late H extension vs It's late 2K I did manage to figure out that you can turn cornered clS jc IAD pressure into an RPS situation: Slayer pressure: clS fS, jc IAD jH/jS/land throw -preemptive clS beats jH and land throw but loses to jS hard -2H beats jS but pretty consistently loses to jH (at least in this situation) Even so, the above requires a good read or reactions so I don't get all the milage I could out of it :/
  16. Does anyone else take notes when they watch match footage? I've gotten into the habit of writing down different setups and pressure strings I want to practice when I have time, and it's accumulated into a decent sized note file on my phone. Here it is tossed up on pastebin if anyone was interested: http://pastebin.com/DSc85yAw
  17. I doubt it's gone because it's been there for every version of Venom I've ever seen, but can you test if there's still a dead zone at the top of his 6H? Also, whether or not projectile Blitz can be baited? Like something off his H ball safejump: bnb > 6H xx H ball, dash jump late jS BH (whiffs on the opponent) then land and block the reversal blitz?
  18. Oh my.. Assuming this can stack, a new P ball oki setup could be something like 2D xx p set, meaty CR BH charge, S Stinger BH charge, 5P BH dash into usual trickery. Cranked guard bar and a mixup! EDIT: Kball oki can be rejected? Switching full time to the now S tier Leo. See you guys in Xrd 1.2! But seriously, who actually thinks this Blitz change is a good idea? Current BS still nets you a grip of invuln frames that need to be dealt with, why make it character killing good tier?
  19. https://twitter.com/fino_077/status/563630505405317120 https://twitter.com/fino_077/status/563632321589284866 I don't know any Japanese, but I could extract a little meaning from a few things through Google translate; 1: He compares the advantage of new auto ball set to CR. Not too clear what he means, maybe new auto set is faster than just cranking off 214X x N giving him more time for setups? 2: clS xx SQV 5P IAD should be pretty much universal on nearly every crouch confirm! 3: clS [3] xx K QV, microdash K QV is a thing now?
  20. I thought QV had less pushback on hit, not block? And blitz only repels Venom's projectiles at throw range. Dark angel shenanigans should be fine as long as you aren't up in their face when it can be blitzed. EDIT: blitz doesn't work on overdrives? Neato. I didn't know that.
  21. Damn, so the ball set change only auto sets a followup? That's disappointing. I was kind of excited to see what kind of versatility he could get out of pattern changes. This change is still nice, but it's not like the 214X x N had a hard buffer window to begin with.
  22. I saw that Ram and Millia got nerfed with bigger hurtboxes in the air. Do we know if Sin's crouching hurtbox got normalized so our clS hits him twice like everyone else? Edit: Projectile Blitz only triggers at throw range eh? Praise be indeed.
  23. https://twitter.com/hc0519/status/563156914599919616 Details on projectile Blitz. If this is true, basic K ball oki will still be in tact, but overzealous P ball oki (and possibly H ball safejump?) may be vulnerable.
  24. Do we have any idea when the loctests begin or how soon we can expect footage of 1.1?
  25. Excited about QV having less knockback. Means easier QV loops and midscreen S QV, 5P IAD stuff works on more characters and from more setups. Maybe the ball set thing means that you'll get the corresponding ball in the followup's set? IE 214 K~S would get a K ball in the S pattern? If so helloooooooo +R K ball position. If bursts trigger red RC then does that mean "soul stealing" burst throws are no longer possible? I'm a little wary of Blitz repelling projectiles and Venom up close. I really hope it doesn't fuck with K and P ball oki. If it does, at the very least have give us some kind of reward for baiting a Blitz that triggers like that.
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