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GodPress

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. You can indeed use j.K as well, im not sure if j.K is burst safe though? Haven't tested it.
  6. 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.
  7. Stone, Pomparomp & a few others I don't remember the name of.
  8. It was compiled from the 4gamer release of frame data in 1.0, I don't think it was updated since.
  9. 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
  10. 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.
  11. 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.
  12. From c.S? Check the combo thread I wrote a few punishes.
  13. ...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.
  14. 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'.
  15. 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.
  16. Easy people, thought I'd whack a post down to help people who, like myself, suck at punishing baited bursts properly and with style points. This lead to a discussion with another Venom player about burst punishes and then to the lab for testing These are of the assumption that you have baited and blocked with a jump forward IB from c.S. Midscreen Meterless: Mad Struggle HS > 6H > set (HS Safejump) - 94DMG (Sol) j.S > dj.KSHD(allows them to airtech) - 106DMG (Sol) However the other Venom quite rightly pointed out that midscreen your best bet is most likely to air throw and go for the corner carry with Air throw |> 2HS(2) > S Carcass > IAD SHD 6H > Set - 87DMG(Sol) this combo can also be altered for heavier characters to extend the carry with 66 j.kshd. With meter your options open up a lot more but they are mainly just extended variations of the above using Morbid, for little else other than corner carry. Near the corner your best option is Finos meterless burst punish: j.S > dj.SHD> 6H > set - 136DMG (Sol) Finally, I had a lot of fun figuring out and playing with the corner punishes. Corner Meterless: HS Madstruggle > 66 j.KSHD > 6H > SQV > 5P(BH) > IAD SHD > 6H > QV/Set - 142DMG(Sol) Should also work on anyone that can be SQV 5P IAD also works on. HS Madstruggle > 6H > SQV > 5P(BH) > IAD SHD > 6H > QV/Set - 141DMG(Sol) Easier variation of the above, only works directly in the corner. HS Madstruggle > 66 j.KSHD |> 66 j.KSHD > 6H > Set - 136DMG(Sol) should work on everyone average weight and above. Leaves you a little closer after your sets than the KQV 6P 6H variant. HS Madstruggle > 6H > KQV > 6P > 6H > Set - 140DMG(Sol) easiest of all the punishes, only works directly in the corner. Should be universal. HS Madstruggle > HQV > 66 c.S(1/2) > j.KSHD > 6H > Set - 122DMG(Sol) Allows you to do a 3 ball setup. Universal. You can also do SQV> 66 c.S(1) > j.kshd(bh) |> 66 j.kshd > 6H > set but it's very much down to getting lucky in when you hit the ball, it isn't consistent at all (easier to manage from corner frame traps but that's probably a different post) HS Madstruggle > IAD SHD |> 66 j.KSHD > 6H > Set - 159DMG(Millia) Lightweights only. Difficult to time the 6H afterwards as you need to delay the prior string a lot, or go for an air throw trap. Your choice. HS Madstruggle > IAD SHD > 6H > SQV > 5P(BH) > IAD SHD > 6H > set - 153DMG(May) Pretty much exclusive to May. You could possibly get this to work on others by using PQV, I didn't try. Go fishing guys.
  17. Browsing twitter earlier, saw a tweet from 310 about new midscreen throw combos. "中央投げ>KQV>HSQV>Sカス>ダッシュ5P弾き>HS生成>微ダ遠S>転移~" Throw > KQV > HSQV > S Carcass > 66 5P > HS set > ?? > ?? I don't understand Japanese so there was only so much I could gather from it. 微ダ遠S>転移~ I couldnt gather from google translate. Hes also got some other cool stuff on his twitter, would recommend following him @310_progressive
  18. Little bit of a headphone warning for other users on Karl's videos. Looking at some of the videos it looks like balls hit by Stinger / Carcass are only increased by a maximum of one level?
  19. Most definitely is, it's on the same risk scale as DMH. Thinking back I most commonly use 2S or Madstruggle.
  20. DHM-H is just a straight hard read but it will beat out any dandysteps at round start, where as 2D will lose to PB & maybe Upkicks at roundstart. I can't recommend it as a "go for it every time", but its a definite option in a longer set. 2D is a pretty strong round starter beats Mappa, 6p, and I believe f.S & Slayer's 2D, although it will lose to his 2H.
  21. I'm not sure if it'll be a thing but it seems like an okay compromise to allow the possibility of both zoning or oki depending on your mood, it all depends on whether or not you can set twice with the IAD backwards and still be in a dominant position. Edit: Just playing around with this in training vs slayer, 2D > HS set > IAD backwards > Air p.set > 5P(BH) > Stinger H > Carcass S(BH to move it infront of venom) / everything after the 5P(BH) isn't necessary. Tried reversal K Mappa, ends just outside of venoms 5P range & gets punished. DoT whiffs right infront of Venom as well. Jumping the pball puts venom in a decent position to AA with 6p/air grab. Seems alright?
  22. I can see the appeal especially against Leo. I feel like against Pot it would allow him to flick a ball and work his way back in relatively easily though. Have you tried experimenting with say 2D(2)> Set> IAD backwards >Set? It might open up for some interesting zoning options.
  23. Slayer has to make some really hard reads to take much advantage in this match in my experience. Whilst he has strong frametraps that can and will turn into 200+ damage with meter, you can, in a lot of situations wait for the inevitable dandy and 2D(even better if you have meter to YRC in case things go south) it on reaction for the KD & oki setup, whilst he has BDC it doesn't change a massive amount of our oki game and in some cases adjusted for it (j.D BH is nice). Round start its relatively even you both have options to force momentum early, PB, Upkicks, 6P & Mappa for Slayer and Mad struggle, DHM HS, 2S & TK summon for Venom. His anti-air game is good with 2S beating a lot our air options and 5P > 6H CH leading into some huge upkicks damage near the corner. Staying on the ground or meeting air-to-air is advisable but if you find yourself in the situation where you are in the air blitz can be quite handy. In terms of your zoning game SH (optional P if there is time) to force slayer into the air and use J2K to navigate over the balls as he can't 6P through the ball travelling to the ground. Singular balls such as P set 5P allow Slayer to 6P right through them, not ideal if you're chasing up behind them, the solution to this is use SP if there is adequate time to set this up, otherwise stick to screen vertical screen coverage in my opinion. Be wary of your ball sets as he can and will punish your recovery with Mappa if you've miss spaced and that's not a situation you want to be in. Make it a priority to try and JD his Mappa, it opens up options for you and stops him doing silly things with mappa bdc. Also, Slayers j.HS is no where near where it used to be in AC or #R, it is not the giant hitbox of impending doom it once was, don't be afraid to 6P or 2H it. His j.D on the other hand is pretty good.
  24. Personally, no, I very rarely use DHM in lieu of KD setups. As you just said you get more damage overall from flooding the screen and forcing mistakes, so why not just go for the KD from 2D, place some balls and continue to zone them to buggery with the option of going for a myriad of oki options if you should so choose to? edit: I really tend to only use DHM a burst punishiment with meter / round ender / hard read round start.
  25. It does, however, if you've already teleported when they blitz you're in the unfortunate situation of being in the corner. I dont know the specifics of KH crossups but if its anything similar to KP teleports in the corner sometimes you just wont crossup because the ball is too far off screen.
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