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faultydefense

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Everything posted by faultydefense

  1. to all that are coming got a room at the hotel, but we lost a roommate, so we're tryin to fill that spot up to cheapen the cost anybody need a room atm there's 3 of us in a 2 bed room, so you'd be competing for floor space but there should be plenty, if we can get 2 people i'd probably let em in for 20 a piece. Its a smoking room, PM me for details ps, sorry to hear jais
  2. I have to disagree with some of this, theres a large middle area where axl > venom as the venom: i play against an axl a lot, and i'm very hesitant to summon pool balls within any range that can get hit by rensen. any area directly above that and venom can get hit by 5P/6K/2S imo, venom wants to be as far away as possible (already mentioned) or right the fuck on top of axl, i'm all for rush-down axl, and i know he does indeed have mix-ups, but you can't say his mix-up is as good as most of the characters who are more prone to rush-down. I think both characters can control a large amount of the screen, and once one blocks he's got the advantage for a while. If anything puts this in venom's favor, it'd be that both characters play this match somewhat similarly, but once venom gets in, he's better at putting the match away than axl is. Not to mention axl can do 40% to venom off a 5P with 25% bar...no corner necessary, venom NEEDS corner or at least some nice ball shenanigans to do that damage. Long story short, this match up to me is, both characters have to stay on the ground unless they have some insurance (venom has balls out, axl is gonna frc/bomer/FB somethin), if the match can stay in that mid-range, axl can dominate, that mid range starts around the edge of axl's 3P/2D moves, ends at the end of 2P/rensen). If the match stays at full screen/close quarters, 9/10 times venom will take it. I'll be the first to admit that venom has a very strong mix-up game, and its not an easy task to FD all the right moves and IB all the right moves, but if you happen to FD the right shit, venom will end his string right in axl's range I guess my advice to axl players is just to stay in that range as long as possible, don't rely on jumps cept max range j.S/j.4P at most. Venom gets some of his best setups off of close anti-airs. match-up imo 5-5 / 5.5-4.5 venom
  3. see, this thread works i already learned some shit
  4. i'm posting this from the venom's point of view first i'm going to break it down with how i feel vs naked zappa, then how that changes with each summon my anti-air's are the anti airs that god would use...for long range 6H is the shit, mid/close, 6P is the shit, for if you're right on me, 5S© is the shit...imo your putting yourself at risk anytime you jump i'll constantly throw out mid/long range pokes and balls just to make summoning a pain in the ass, my far slash will trade or beat your far slash most of the time, which i am fine with playing against zappa i'm gonna summon S ball all day cuz its the most useful one that you can't run under, if i get a wall of s balls and far slashes going, it forces you to either run in spamming summon hoping you connect, or take to the air, thats my initial gameplan. I'm summoning extra balls whenever available if you start getting reckless, i'm gonna start running trying to net some counterhits if you get careless once I connect, its RTSD mode venom, seeing as zappa doesn't have a reliable wake-up reversal outside of super/raoh, the safest place to be against zappa is right in his face as he's waking up. You're forced to either deal with 1-2 mix-ups, or if i'm willing to sacrifice bar/mix-up, then i will either drain a good chunk of tension or get you to a flashing guard bar. Once I have any amount of guard bar going, frame-trap venom is ready for you to start trying to poke out. Venom's tk overheads are all great ways to deal with zappas low low body and backdash attempts, be careful, but if you can FD these moves specifically, generally that will get you out of pressure. The rest of venom's ball pressure comes in reacting to ball summons and shots. If i end a string in S carcas raid (the slower ball that bounces off the ground) depending on how close I am you can jump out, but don't jump right into the ball or its just going to extend my pressure, risk-free. Mid range, zappa can try to duck it, close range, you can jump it in a best case scenario, or if you were instant blocking. Not much point in FD'ing the balls though if your only goal is to get out of pressure, as FD'ing will just make venom's strings that much more air-tight. If I think I've really gotten you to sit still, I can summon balls mid-string, try to react to it as thats you're cue to move. Pun intended. There's a lot more, but I'm not gonna break apart Venom's entire mix-up game...Watch for teleports though, not that there's always something you can do about it, but block good. With Dog: Fuck dog, if you wake-up with dog, spam 8D and enjoy your get out of jail free card...dog is just annoying, not much char specific stuff here I feel, Venom has a hard time getting out of dog pressure though, abuse it With Sword: Grats, now you beat me in mid-range poking. Max range, even anti-airing zappa becomes difficult. Patience patience patience, if you go for something big, you'll likely give venom an opportunity. Just try to float around that sword tip area and there's not a whole lot venom can do. Just 1-2 hit pokes rack up the damage with the sword, no need to try anything fancy here imo. Under pressure though, it was mentioned how good the sword uppercut was, but venom has a lot of reversal safe oki, and teleport cross-ups can feel somewhat impossible to reliably DP out of. Patience patience patience. Under pressure, FD venom's normals, dont FD (IB if at all possible) his pool balls, and it shouldn't be hard to get to the sword's sweet spot again. With ghost: You are now venom with stronger zoning, but less damage/mix-up. You can outpoke venom from mid because of far-slash, and ghost zoning is better than pool ball zoning if you can hit FRC's and venom doesn't already have a bunch of balls set-up. Use it to your advantage and make venom come to you. With roah: If it wasn't for raoh's 5H i believe, this is actually my favorite summon to deal with. You're on a time limit to hit me so you'll always have to come to me, venom's pool balls eat raoh's big attack, and its not too hard to hit him out of raoh super. He's just as susceptible to anti-airs as naked zappa, yet he has to get within venom's range to really do damage usually. You have to treat this kinda like the sword and ask yourself how badly do you want to get in for a raoh combo. Imo its better to just treat raoh like you're using the sword and take what you can get. Don't force yourself to go for the instant-kill combo of death when you may only be able to net a few long range pokes. also of note, I will PUT MYSELF in the corner against roah just to make you have to go through pool balls to get to me i might post more when i think of it, feel free to move this to zappa v venom or w/e
  5. that was above and beyond sexy
  6. not sure but another one from acho 4 seal off standing throw throw > C nail > 6C > j.D > 2B > 623B > d.2D > j.D > C nail > 5D > j.4C > j.4C... done on ragna and off a ground throw in FRKZ throw hits > 6 j.4C > 6 j.4C > 2 9 j.4C > 2 8 j.4C > 9 j.4C > j.D > 2 2B > 623B > daifunka does 4700, hit on hakumen, looks like it would work on everyone
  7. FRKZ combo off a recent a-cho match, done on tager j.C > 2 > 5B > 2B > 2C > 6 2D > 9 j.4C > 9 j.4C > j.D > 2 2D > 9 j.4C > j.D > 2 5C > 6 623B > DAIFUNKA! does a little over 5600, easily builds the bar it takes to end in super so essentially meterless damage
  8. you should go to final round next weekend, so we can play some gear yo stone, you goin to final round? and you play sf4 on the PC? i should play you sometime...ps, i still SUUUUUUUUUUUUUUUUUUUUUUUUUCK at that game
  9. I'll see what I can do. You want to put any MM's down? Either fate or gear? And do you have any people from TN that play fate? as for gg teams, I thought it was already decided there would be a tourney, just that sign-ups and the like would be happening at the venue. If not, +1 to the support for said tourney still accepting reasonable gear MM's and all F/UC MMs!
  10. can you fuzzy guard in this game?
  11. i don't have a "japanese" ps2 anymore, could you bring a fate set-up === where's phil, krazykorean, i owe you a MM from last year, get at it ps...steve backed out again
  12. i think you overreacted to "dunno why it would be terrifying"
  13. mmm, can't say i play the game often enough to have tried and true answers, but I know the times it happened to me i really just turned to more 2A's to keep them less pokey until i felt safe again. the j.B thing might work, and even if it doesn't its still pretty risky for them to 5A right there so I haven't met anyone who will do it all the time
  14. that open area under bang while he's doing j.4B is part of his hitbox, if its an area that can hit the opponent, its also an area that bang could be hit out of it, in fact i think bang's hittable area extends below the area he can hit someone with the move the people i mentioned all have standing A's near the top of their standing hitbox, cept bang who just has a good 5A
  15. it means no matter what they do (outside of burst) after you finish your combo you get to be right on top of them and force them to eat wake-up pressure in general oki can just mean dealing with their tech, or hoping they don't tech until they hit the ground
  16. i think it was blown a little out of proportion i'm pretty sure there was a post last page or 2 ago, that said always go for oki and he gave reasons not to a few things of note though on recent posts on how true oki is always better -its called mix-up for a reason, leaving them in the air is one way to do that -jin/litchi in the air can't deal with bang 3 inches in front of their face - max damage combos will leave you at neutral, and potentially leave them poisoned...i fail to see how this is a bad thing, and it takes ALL guessing away from character with some form of reversal option and forces them to come to you, do you realize how much certain match-ups go into your favor when they're forced to chase bang?...haku, hazama, carl, arakune to name a few of the best - someone mentioned instant blocking, I play people who can IB bang strings all day long, and they're 10000% more comfortable doing it to his ground strings. I think this is a point I can't really get across unless you play the match yourself and get a 5A instant blocked > eat a super...it can happen. believe it or not, and these aren't the players I want to leave in that position. on the note of people playing the wrong game...you can't tell me some habits don't linger. coming from tekken, for the longest time i would never roll on wake-up when the opponent was near me even playing CS now, I have it so ingrained in me that I can't get myself to burst until the end of a round =/ @ heroic - it's not so much rock paper scissors when you have more options that will end in your favor than the opponent who only has one correct guess. In fighting games people DO take risks in exchange for payoffs (i know for a fact you do...), i also don't think you can get air thrown between bang's jump a b and c's, and the fact that all of them go into both nails, drives, bumpers, and when he almost always has an airdash available, means its not really cut and dry dealing with it and I have no idea what you're talking about with the end of your post on a somewhat related note showmeyomoves...i'm getting annoyed with bang's j.4C, you may say its godly, but I know at least half the cast can mash 5A and stuff the cross-up (i know for a fact ragna, bang, hazama, litchi, haku, and jin can flat out BEAT the cross-up with their 5A, and i think many others will get a trade. I don't think its a leap to say the move had a better hitbox in CT. I don't want to lose it...but I'm rapidly losing faith in it.)
  17. man, im tryin to move, got denied from 3 places now, twice for having no credit, and once cuz some people movin in with us had some beef with an old apt so they wouldnt take us. Our lease runs out tomorrow and if all else fails hopefully they'll let us stay, payin month to month extra 100 a month. blew a couple hundred just applying to places. My car broke down last month. My wallet was stolen along with all my cards a couple weeks ago. But i'm still gonna bring that saber for FR see ya there bro
  18. it ALSO does that
  19. after wildthrow iad j.s SW > its SW > SW > j.S SW > BR if you airdashed into the corner, its airdash OUT of the corner, j.S SW > SW > SW > j.S SW > BR
  20. i'll do the ft5 for 10, and another ft5 random match for 10 if i manage to get drunk...we're talkin more... and whats a budda match? im all for an SER casual room though
  21. done and i'd totally kill majin...if i had chipp experience...thats my story and i'm stickin to it
  22. anybody in this city place gear? will travel for guilty
  23. this was originally a gg forum and i think most gg players will tell you that MB is better than BBCT even the ones that haven't played it...
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