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SnowMonkeyFunky

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Everything posted by SnowMonkeyFunky

  1. ^Out of curiosity, what do you use to set up K ball oki? IE: Dash jump K, regular jump k, etc.
  2. Is anyone else having trouble timing ball oki, especially K ball, online? I know netplay is gonna be netplay, but even in +R I could manage semi consistent meaty ball mixups. I think the new K ball's position is a tiny bit farther forward, meaning the old timing for dash jump K will make the ball go past them and whiff. Anyone have any ideas to compensate for that? Maybe delay dash jump jK or walk forward jK?
  3. Here's a slopfest of a write up on what combos Venom can do out of K ball oki mixing up between empty jump 2K and low airdash jK jS/jS jHS/cross up back airdash jS if done from a close dash jump. His stand confirms are universal for the entire cast, barring the two big guys. His crouch confirms are a little more finnicky for a lot of the cast. Let me know if there are any mistakes. Note that this is not a be all end all list of what Venom can do with K ball oki, just a starting point to get an idea of what he's capable of. Also keep in mind that my execution is not exactly top notch, so some combos may be possible that I simply couldn't figure out or execute. Low option(Universal): Empty jump 2K clS (3) 8 66 jS jHS jD 6HS xx oki Basic high option(Slightly more damage on characters not listed in combo 2): Low airdash jK jS/jS jHS clS (1) xx K QV, 6P BH 6HS xx oki Basic high option 2 (Millia, May, Chipp, Elphelt, Ramlethal*, Venom, Ky): Low airdash jK jS/jS jHS clS (1) xx P/S** QV, 5P BH 6HS xx oki EDIT: Turns out the above combo is actually universal if you use P QV. This should be your go to crouch confirm if you're not sure what to do. *Weirdly inconsistent on Ram. Sometimes after P QV, 5P will hit the ball but whiff on her hurtbox not letting you chain. It is possible to replace that ending series with S QV 5P BH 6P 6HS xx oki. I can't say for sure why this is more consistent, but my guess would be that either S QV knocks back less, it has some kind of miniscule vacuum effect after the hit, or it has less recovery on hit than P QV. Or maybe my execution is ass, both are equally hard, and it's all in my head. Who knows? EDIT 2: With some practice, P QV 5P (BH) 6HS works when 5P whiffs and the ball continues the juggle. You just need to link 6HS instead of chain. EDIT 3: I finally figured out why there were certain instances where it would seem like 5P after PQV wouldn't connect, most notably on small characters after a dash jump over airdash back jS. The clS after landing must be done IMMEDIATELY otherwise the pushback from the jS will make the followup fail. What I mean is that there seems to be a small window after landing where the opponent hasn't suffered full pushback and can therefore be hit by a 'closer' clS. **Both work on Millia and Elphelt but P is significantly easier. Advanced high option (Millia): Low airdash jK jS/jS jHS clS (1) xx S QV, 5P 8 66 jS jHS jD 6HS xx oki This may work on others, but the only one I could do it on was Millia. Further testing by someone with better execution is required. Advanced Potemkin and Bedman option: Empty jump 2K / Low airdash jK jS/jS jHS clS (3) 8 66 jS jHS jD dash jump (669) jK jS jHS jD 6HS xx oki The only characters clS hits 3 times on crouching. For this combo, the second air chain has a heavy stagger to get the final jD to come out as low to the ground as possible. Input too fast and Potemkin/Bedman will recover before 6HS can connect. General execution tips: When doing one of his combos that requires a jump cancel into immediate airdash(8 66), input 8 on the move you want to jump cancel, and react to Venom leaving the ground to do the airdash. This gives you the timing for 8 66 which can only be described as an awkward delay. If you're on a stick, try to get into the habbit of double tapping after QV. This new move's recovery is kind of deceptive, and Venom's combos almost always require the next button to be input only a few frames afterward. Double tapping ensures minimal room for error.
  4. ^For clS (1) xx CR the input is: [2] 5S 8S You're essentially just doing a CR input but hitting S while your stick/pad passes through neutral. I'm going to assume you're doing his CR loop trial, so for the 2K clS (2) xx CR portion, you input 2K 5S~[2] 8S. This time you're charging immediately after inputting S, using the hitstop from the gatling to get the extra frames you need to charge CR.
  5. I really hope Venom doesn't end up requiring a ton of character specific combos. Maybe he would be better off doing the air chain into jD and going for an air combo instead? I'll do more testing tonight and put up what I find.
  6. Who are you using as a training dummy? I'm using Zato and he always gets pushed too far back after S QV for the followup 5P to connect. The only thing I've had any success with is late airdash jK jS/jS jHS clS [1] xx K QV, 6P BH 6HS. Even that's really iffy sometimes.
  7. I did some more testing with midscreen combos involving QV. It seems like after a low airdashed chain (IE high option for generic K ball mixup, j.K j.S or j.S j.HS) clS (2) xx QV doesn't get any big followups that lets you go into Venom's damaging corner carry. Like off a point blank clS xx S QV, 5P IAD etc is possible, but because of the pushback from the air chain, 5P doesn't reach. I tried to find some kind of other followup, but nothing I messed with worked. It's safe to assume that in this case he may need to go for 2D or burn meter on a Double Head RC which is a little disappointing. You can still get those followups in the corner though, which puts a little more emphasis on getting your opponent to the corner to begin with.
  8. How necessary will it be to learn the CR loop? (Mission 32) I know it was one of his few options for big damage back in #R, but doesn't he have enough tools now to make it redundant? Also, is his crouch combo (clS (2) xx S QV 5P jc IAD etc) spacing dependant? There seem to be weird spots where the 5P won't connect, though it could just be me mistiming it. Unrelated tip for his IAD combos: it seems like delaying the IAD input makes getting the airdash out more consistent. You want to delay until very late in the jump cancelable window in clS (3) or 5P. EDIT: It's mission 32 for CR loop, not 31.
  9. I was watching a video of Fino's Venom, and saw him do an interesting setup and combo that I don't really understand the execution to. It was after a 6HS knockdown into a 2 ball setup. It appears to be P and K ball but I could be wrong. Anyway, he hits the K ball with a j.K as standard oki, and the combo is as follows: j.S, cl.S[1] 5HS (hit P ball) xx* S CR *This is where I'm confused, because I don't see where he could have charged the Carcass Raid. Maybe 5HS is cancelable a lot later than it used to be? Maybe he fully recovered and did the CR and I'm just not seeing it? I'm really not sure, and was hoping someone a little more well versed could explain exactly what he did. Link is here: https://www.youtube.com/watch?v=XAeSUS30NSc#t=55s
  10. Slightly more damaging meterless corner 6D~B combo: 6D~B > 2D~C > 5D~C, 5C > 2D~A > 6D~A > 5D~A [44], 3C > 6D~C > 2D~B xx A orb [oki] Does 4599 damage.
  11. Does Eddie have any good setups or combos with the Weiss shadow midscreen?
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