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Everything posted by faultydefense
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ya, thats what it usually comes down to maybe a bit more so with venom cuz theres a good chunk of memorization involved ps, i need a list of the toronto players, their gimmicks, and punishable habits
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considered, ya did that, but i'm not really sure what it would include, i dont want to come out and say this is what you should be doing when its all so versatile and i still have a lot of room for improvement myself. I can answer specifics to the best of my ability tho and ya, I'll be going to NEC, see ya there
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S stinger, and its kinda tight afterwards i try to buffer the run into the frc, or hitconfirm standing into airdash is actually easier for me, but i play a zappa and the short fucker doesnt get hit by it from anything short of the perfect distance =/ anyways, heres a vid with input notations on http://www.youtube.com/watch?v=6oXotVId0Hs worth noting you can also SA FRC > airdash j.SHD, forgot to put it in the vid i got my recording stuff set up in a much more convenient way recently so if you have more questions hopefully i can answer them in vids now! Considering trying to compile some venom stuff in video format, there's just so much of it I'd have to generalize a lot of stuff and then have like 30 sections of just combo vid material
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BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
i could make a list of 100 characters across multiple fighting games that have no choice but to "block or super" (maybe some universal options like backdash) tager isn't lonely... i seem to remember 3 characters doing just fine with that in CT...*cough rachel/ara/v-13* all of which could disregard opponents rolls and abuse the roll systems themselves despite having weak reversal options -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
go under jump ins/air dash pressure, same way fadc dashes will get u out of some cross-ups other than that it'd be about as stupid as forward rolling in tekken...and i'd be fine with that -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
someone earlier mentioned how fighting games in general are guessing games while i can't agree with that, there is some basis to it on that note though, adding guesswork to the game isn't solving any problems. I believe you just prefer that wake-up, like some prefer apples to oranges. (but that does make you casual :p) I'd rather have the standing player go with a strong game-plan vs the rising players reaction abilities. There are always options...you don't have to block, but you shouldn't feel empowered. realism is not an argument at all... you're shooting icicles, double jumping, and throwing people 5 times your size On 3-d fighters, depending on the fighter its a non-issue. Most of them will have your character auto-follow the opponent on a 3d axis, a lot of moves will auto-track. Rolls are more punishable with no invuln, wake-up attacks are highly punishable, and you won't be throwing attacks right after quick-stands unless you REALLY want to eat your shit. I know from the tekken perspective they made wake-up really damn scary most of the time, getting up is an ordeal against some characters, especially in the corner (you can't roll through somebody doing a move with wind-up thats for damn sure) hell, if they added all that to bb i'd feel much better about it edit: at the least, back roll goes half distance, and forward roll can't go through the opponent. How's that sound? And remove the delayed quick-rise...that is completely uncalled for. -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
technically yes but its like taking away chess and putting in checkers or better yet, playing russion roullette instead of a quick draw -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
thank you, this is worded better than my wall of text -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
I feel the game NEEDED damage nerfs, i hope that's not contested. The game as a whole though really favored the defensive for the longest time, I can't say for sure if ti'll be like that after these balance patches, but if it is we're gonna be dealing with a lot of time-outs for a lot of match-ups. Give characters true-oki instead of turning most wake-ups into guessing games, and you'll allow the game to be more offense oriented without rolling over people's defense. At the moment, a lot of characters just have to sit and watch to see what the person on the ground is going to do. Sure they can follow a roll in an attempt to get the wake-up pressure they earned, but a lot of them deserve to be able to set-up some kind of meaty. I miss being able to do overheads on some1's wake-up you know? As opposed to just chasing down fuckers with 2A, or trying to figure out if they neutral teched, or quick teched. You're taking away waaay too much power from the person on offense, while arbitraily giving it to characters like ragna or litchi who just have all encompasing moves that will eat any tech. Even that though is removing the thought process just to get someone to block. -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
faultydefense replied to Cirno's topic in Archive
gold burst dmg penalty gravity throws prorating instant block nerf meter increase penalties and all the guilty gear players go "I TOLD YOU SO!" if we can get a few MORE damage nerfs, redo noel's drive from the ground up, remove arakune and tech rolls from the game, and by god we'll have ourselves a new toy to play with! -
off of anti-air(counter hit 2H you can combo 28S 6P > 6H... or 28S~H (cancel) > 6H... theres some more depending on how high they are 46S FRC > 6P..., 421X...,623X (but you have to be charging before hand) off of ground you can do something like c.S > 2H > 2D > 46S FRC > 6P... close slash, on slayer for example 5K > c.s(3) > 6P > 6H > Sball > 6H > 623K > j.66 > j.S > j.H > Xball, for a 2 ball knockdown that goes to cross-up midscreen, or 50/50 teleport shenanigans in the corner or in corner c.S(3) > 6P > 6H > H Ball > (move forward a lil bit) > 6P > 6H > 623K > j.H > 236D > [421S > 2S]xN
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
i heard 3 fucks and a faggot in your previous post, and a caps lock rant in the one before that...i'd hate to see you when you're not calm /angry -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
no but you sure can't take a joke like the guy... hi, im FD, i lived in austin 3 years before you even made you're account now that introductions are out of the way calm down -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
uh oh guys, isuckatgames is back -
its just a matter of doing stuff quickly, linking your moves and movement you generally need to start with them in the air for that combo, like anti air 6P >6H or throw..., and its harder on heavyweights, but its just a speed thing
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Dickin around with bombers CH Bomber in the corner on zappa- CH 9623H > 669623H > 9623H > 9623H > 46S FRC > 669623H > 9623H > 46S FRC > 669623H > 46S FRC 669623H > 46S FRC > 966 j.D j.623H > 46S ~2 I think its possible to get 2 bombers after the second FRC if you're doin everything perfect...but that would have probably taken another hour or two of training mode to prove...tho I do want 10 bombers in a combo...
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aye, that's a good'n if you want to get into teleport combos n shenanigans we can type up another couple pages you're doing fine if you're landing that consistently, albeit to say you've passed up BnBs and are doing your own thing, just practice it off of different starts and going into different endings, IE j.XX >j.D > 6P..., XXX > 2D > 46S FRC > 6P..., 5H > 421X FRC > 28S > 6P... S ball and H ball also set-up some one ball summon into teleport combos. H Ball set-ups need to be done early in a combo to make it work. The more I play venom, the more teleport becomes my favorite move.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
faultydefense replied to PozerWolf's topic in South
sounds like jeff i like how two people are telling zong what zong has done -
Don't stand still, don't summon balls unless you KNOW you're gonna be safe. You can't play against eddie like most characters. Its one thing to not want to block, but against eddie you have to be afraid of even being put in blockstun, cuz one things leads to another leads to double unblockables leads to dead. Abuse teleport, tk ball summons and keep moving around. If you can take out little eddie with a ball then you can compete in the poke wars, but only then. Venom has the tools to run and pressure eddie, but so does eddie in reverse, and he tends to have priority from neutral from anything short of full screen. Some good things to know are 2147X for a tk ball summon into movement, or tapping a K ball summon with j.P. These are just to avoid getting countered by his reflect as you can go under a ball if its reflected, not to mention from that angle it makes it harder to time. His reversal options are almost as bad as yours. You can 2D under his dead angle and if you get deep enough on oki, his reversal super will whiff so go to town once you get knockdown. Be careful you don't leave yourself open if he starts FD'ing your strings. If you're not paying attention it leads to eating a drill into eddie pressure You have to remember you don't control the middle ground in this match-up. You want to be max distance or in his face. Venom's anti-air options are amazing, but eddie's air to ground is great in its own right. If you don't hit him soon enough 6P or c.S will lose outright to his j.K and j.S. And he can do shenanigans with the teleport into the ground.
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BnBs huh... Venom is one giant hit confirm...more than any other char I've played at least. Until you get corner/knockdown setups goin in full effect it feels like you never land the same move twice in the same position. Its random anti-airs or ball hits into the most you can make of it. The difference between knowing what you can and can't get off of it is huge for venom tho. Practice Carcass Raid loops (6P 6H down-up charge slash...) Off of a throw you can do this twice on most characters and still get knockdown and a corner set-up, as well as this combo working off of 6P anti-airs and it pushes to the corner. Not to mention you can mix and match combos together. Hell, I think venom's best mix-ups are midscreen tho and tend to reset into themselves without doing a whole lot of damage. [Midscreen 2D > K ball into 50/50 cross-ups and hi-lows into 2D > K ball] xN I'm going off on a tangent here... There are some things you just want to know and practice which will lead into others if if you stick with it. important things to practice: [6P > 6H > 28S]x2 (the 6P has to counterhit or catch them in the air to combo into 6H) 6P > 6H > S Ball > 6H > K Ball > P Ball - A versatile ender that is great midscreen and leads to awesome mix-ups in the corner. XX > 2D > 46S FRC > 6P > 6H... An easy way to go into damage in the corner or extend strings mid-screen once you get the FRC down (most important FRC to know IMO) this combo is slightly character dependant. Some of the heavier characters wont get hit by the ball unless you cancel after the 2nd hit of 2D, some will require a 46H ball to combo making the timing overall faster. Worth noting that you can combo 6H off of 2D > 46H FRC X > c.S (3) > 6P > 6H... Learn which characters this works on (most of them) as its a nice way to start tensionless damage Learn the [421S > 2S]xN loop, does good damage normally, great with guard bar. And venom's combos tend to not hit too hard late in a match on people with high defense/guts, so this is a good way to force down that last chunk of life. Not recommended always as it builds a large amount of burst for your opponent. A good combo ender to know: XXX > 6H > P or S Ball > f.S > 421X (if you're close enough) or 623X (if you're farther away) Good chunk of damage to end midscreen combos (especially if they have any guardbar) or knockdown into mix-up in the corner. These aren't necessarily easy combos but they're things you can take with you as long as you play venom. Summon balls, lots of them, every chance you get. You wont know what to do when for a good while, but that will only come with experience. Its not wierd to stick to one or two formations you like either, you'll come up with new ones to use as the need arises or see some in vids you want to add to your arsenal . For the longest time I just did K ball after all my strings as you can opt into a good hi/lo mix-up that can be reversal safe and go right into tick throws.