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Shotgun blast will remove any projectiles that are in its radius, its circumvented by using charged balls. You're correct on being able to block the rifle after a set however that will still leave her with a few options of stocking a pineberry or active reloading and reacting, or switching to shotty to manuever. Definitely on point with her 2HS not low-profiling. In my experience against bridal the best port of call is usually jump back HS as you suggested. I'm not sure about 2HS as it's only consistent if the aerial bridal is done from fairly far away to hit with the tip of the cue on 2HS, otherwise you run the risk of CH trading in her favor. Blitz is a good shout though. No doubt about shotgun pressure needing to IBed to have a fighting chance in the corner. Also: starter > c.S(3) > pqv > 6H > pqv> 5p> iad SHD > 6H is an option against her in midscreen for a little extra damage.
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Yeah, I need to consult you folk on here because I can't crack this matchup at all. The more I play it the more helpless Venom feels in it. If you attempt to zone grounded at fullscreen you're greeted by rifle to punish the set though, air set isn't too bad. However, zoning comes across as incredibly difficult because she has so many tools to manuever around balls 2HS, Shotgun fire removing balls, shotgun action roll etc. So realistically what do we have in this MU to be threatening? Her normals are very much comparable and arguably better than ours. She definitely has the damage in the corner and the ability to take the round as soon as you get put in the corner. She has a weak wake-up game but so does Venom. Comparatively I'm not entirely sure what Venom has over her that makes this anything less than uphill struggle. Evidently there is a really strong focus on putting her in the corner and once there not allowing her out however, to do this I think you have to take a much more cautious approach to keeping here there because if you allow her to DA out, burst or otherwise get out via smart FD usage the struggle continues. She's relatively easy to anti-air however you have to be wary of her stalling with aerial bridal and catching the recovery of your AA into massive damage. I've had relatively poor experience trying to air-to-air though. I'm aware of how whiny this post is too, I just don't see where Ven can win this matchup reliably without the Elphelt making multiple severe mistakes. Oh, if you catch elph with a corner dust bare in mind the standard timing for j.shd will whiff on the j.D, either delay it or do sh > madstruggle as SMF suggested on Twitter.
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j.D(BH) is my go to which should allow you to run back in or give you space to do another set. Also TK MS throw is alright, if you're really looking to secure the tick perhaps think about using yrc to lock their inputs too.
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It's hard to AA bridal with both 6p and 2h. I find 6p more consistent on the ground, if not jump back HS is generally my go-to. I dig 2H though; big fan of it in the corner when you have the threat of multiple balls.
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You can indeed use j.K as well, im not sure if j.K is burst safe though? Haven't tested it.
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The rising j.S is done just after the apex of the jump to only put the K ball in motion, doesnt matter if its on hit or block after that you'll only hit the K-ball.
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Stone, Pomparomp & a few others I don't remember the name of.
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It was compiled from the 4gamer release of frame data in 1.0, I don't think it was updated since.
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CH QV in corner Reynex & myself posted some up back in the General thread a while ago, I'll just crosspost. Also to mention, if anyone is doing the c.S(3), HQV, j.HS, p.set, falling j.D, dash j.H setup I posted prior to 1.1, it doesn't work as well due to the change in QVs pushback (more often than not you'll whiff completely) you can fix this however by adjusting the spacing so the above combo becomes c.S(3), HQV, walk forward 6p, c.S(1), j.H pset, falling j.D, dash j.H. Which is more of less the same spacing as it was in 1.0, hopefully you folks incorporate it because it does mad damage if its successful. Doesn't work on May, shes too diddy. Heres a list of who its easy to land on: Easy: Slayer, Pot, Zato, Bedman(hes so wide you dont actually have to change the setup), Axl, Ky, Millia, Faust. Med: Leo, Elph Hard: Ram, Ven, Sin, Sol, I-no, Chipp
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Yeah my mistake I wrote both of them at 8am and didn't proof. To clarify you air set, j.D on the way down, land and then rejump. I've corrected the post.
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c.S(3) > HQV > j.H > air P set > j.D(BH) |> dash j.H (BH)|>c.S(3) > IAD JSHD > 6H > set = 182DMG on Slayer, universal. This is strict. You want to delay the initial j.D, it should look like you're around half way down on your descent, as you land immediately dash j.H to hit the opponent first and the ball should follow shortly after. If done correctly everything from the j.D onwards should count as a combo as well as putting venom behind the opponent. To note, if you have your back to the wall doing this you can rep sqv > 5p > j.SHD if its applicable for 200dmg, this is the version I saw 310 use. On heavier characters like Pot this leads to around 180ish midscreen and it's easy to convert off of if you happen to drop it. On the females and smaller hurtboxes the j.H probably won't hit them but the ball will as usual to carry on the combo. Oh and one last note, this is also applicable from 2k > c.S you will just need to be aware that you have to hit the j.H after HQV a little later. c.S(3) > SQV > j.H > air H set > j.D(BH) |> dash j.K(BH)SH |> c.S(3) > IAD JSHD > 6H > set = 186DMG on Zato. This combo is awfully character specific and so far it seems to only work on Zato, Ky, Potemkin & Bedman. Delay the j.D as much as possible then delay the hits between j.KSH. On characters this doesn't work on which seems to be the vast majority of the cast it's just a glorified j.K oki setup. It's hard to do and not very consistent for me. edit: cleaned up my awful post.Apologies.
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From c.S? Check the combo thread I wrote a few punishes.
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...Accidentally refreshed and lost a post covering QV in regards to corner air throws. So let me rewrite this. It will work on very low air grabs, if you're looking for consistency you probably want to do the following: Immediate corner Airthrow > 5H/2H(1)/6H > SQV > j.KSHD(BH) > 66.j.KSHD > 6H > Set 104DMG(Sol) Airthrow > 5H/2H(1)/6H > SQV > 66 c.S(1) > j.KSHD(BH) > 6H > Set 94DMG(Sol) variation to use if you see the ball hitting late or you haven't delayed the air string enough. Airthrow > 5H/2H(1)/6H > HQV > 66 c.S(1) > j. KSHD > 6H > Set 84DMG(Sol) tight 2 ball/loose 3 ball. works from further out of the corner than the above. Midpoint between midscreen and corner this is possible: Airthrow > 2H(1)/6H > PQV(lvl2) > 5P(BH) > IAD SHD > 6H > Set 100DMG(Sol) Easier the higher up you do it. On lights omit the level 2. As you can see, I really love QV . That said, despite how sick they all look though, I think 2H/6H > Carcass S > IAD SHD > 6H > whatever nets more damage and is far easier.
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With regards to QV CH & non-CH combos you can also do corner SQV > c.S(1) > j.KSHD(BH) > 66 j.KSHD > 6H > Sets - 178DMG(Sol) Universal, also works without CH. Keep an eye on when and where the j.D hits the ball, you have to adjust accordingly. SQV> c.S(1) > j.KSHD(BH) > 6H > SQV > IAD SHD> 6H > set - 192DMG(Sol) PQV> c.S(2) > j.KSHD> 6H > Set - 132DMG(Sol) universal. HSQV > c.S(2) > j.KSHD> >6H > set - 132DMG(Sol) 3ball, universal. Near midscreen and near corner CH: KQV > 66 j.KSHD > 6H > Set - 136DMG/146(Sol) with added QV at the end(Sol) can add a 66 j.KSHD> 6H rep if near the corner. Generally a 3 ball setup unless you hit the ball with j.K, depending on how close to the corner you are you can add on S/PQV IAD SHD too. KQV > 66 c.S(1) > j.KSHD > 6H > set - 134DMG(Sol) 3 ball setup, you can make it easier by doing 66 5K > c.S(1) SQV > j.S(BH) > IAD J.SHD > 6H > SQV > 5P > IAD J.SHD > 6H > Set - 213DMG(Sol) gets easier the closer you are to the corner. Incredibly difficult to successfully land this midscreen on midweights. No possible to do on Heavyweights SQV> j.S(BH) > IAD J.SHD > 6H > PQV > 5P > IAD j.SHD > 6H > Set - 253DMG(Millia) Alternative to the above SQV > j.S(BH) > IAD j.SHD > 6H > KQV > 6P > HS > Set - 211DMG(Sol) TLDR: SQV every day. Enjoy stylin'.
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Makes sense. If that's the case then it'll be similar to the current K,HS set, f.S teleport crossup setup with the added bonus of a moving pball. similar to a setup Eshii found from midscreen KQV.