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GodPress

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Everything posted by GodPress

  1. I covered KP stuff a while back in the formation thread, you're super vulnerable to anyone willing to blitz balls but on top of that, crouching on most characters will mean you always land on the same side, rather than crossup. Just keep that in mind when you're using it.
  2. No doubt, I was thinking for oki more than anything.
  3. Especially with the buff to Stinger aim/Carcass raiding projectiles to increase the projectile level.
  4. Im okay with this.
  5. Projectiles blitzed in close proximity will trigger the reel animation on the character. No idea how far that range is for the trigger though.
  6. I'm not a fan of the blitz change. I've interpreted the ball set as in it auto generates your second ball you input. Would be interesting to note if you could then hold that second input to teleport to it, that'd be cool.
  7. The more I use it the more I'm taking a shine to it, it's saved me from certain death a few times.
  8. He was talking about split ciel 236S rather than 236H. You're correct about 236H through split ciel though. Full screen QVs in anticipation of a projectile are vulnerable to split ciel/j.D stun edge. Though, I don't know why you would do it that way instead of QVing in response to the zoning type.
  9. I don't know about you guys but I feel like this matchup is awful for Venom. You absolutely cannot play passively, you will lose. I feel like both characters want to do the same thing, namely, put you in the corner and stop you from playing as they both have a poor reversal game. Ram just does it better than Venom does. When she is cornered she's kind of in the same boat as Venom, has to take it or risk going hard on her 5P to try and trade her way out. Ball sets that aren't covered by say, f.S, will allow her to also put down a sword. Not ideal. I've found that even though you can cause her to block to stop the swords from swinging it's much easier said than done. Air to airing her is pretty iffy, I've had a lot of success with j.D and less so with j.P, mainly due to the how strong her j.P is and her j.HS with sword. Don't test her 6P, you'll lose in most cases..
  10. Little late on this but you can get unblockables out of it if eddie throws them into the corner with SG.
  11. Same way you would Potemkins Hammerfall. Set a ball in motion slowly and follow behind it and react accordingly.
  12. Dig the 3 ball stuff, very nice.
  13. Agreed, but while I was there thought I might as well jot it down. There's also using the charge buffer to do stuff like [2] > c.S(1) ~ 8s > [2] > 5HS ~ 8S in the corner with something like PK set. Executionally it's stuff that's already been covered in your original post though.
  14. I dont agree with them being basics and essentials to learn outside of Tk madstruggle. 2K>c.S(1)>CR was also covered in the first post which is a combination of storing charge via 663 and [3]K > c.S(1) ~ 8S. 5P> 5HS ~ CR and 5S > 5HS ~ CR don't particularly have any trickery or execution shortcuts to them, it's just a case of doing the gatlings as fast as possible to gain enough time afterwards to charge for the Carcass Raid S. If anyone's looking to practice this the easiest way to do it is to put the opponent in the corner and set the dummy to block everything, dash up 5P>5HS>[2]8S, you want to start charging immediately after you've pressed 5HS and release the charge when venom begins to cycle back to his neutral and retract the cue or when you're near the maximum pushback distance. This is easier if you're doing it if you're using it with ball setups due to added blockstun (P set dash 5p, SP set dash 5P). If you've grasped the idea behind doing [2] > c.S(1) ~ 8S the double carcass raid shouldn't be too far a stretch, hold [2] immediately after the first CR and as the ball hits your opponent release the charge for Carcass. TK madstruggle is essential though and the quickest possible method you can input this with is 2369S or HS, alternatively you can do 9236 but its much more pronounced jump. If you're finding yourself doing the Madstruggle without any resultant hits you're just hitting the S instantly as you jump; delay it a tad and you'll get the hits. You can use the instant madstruggle to go for throw setups in pressure strings though.
  15. For c.S > JC burst punishes it depends on your height relative to theirs, if you're below them you can land and c.S into whatever combo, if you're above them come down with j.S/j.H and then do whatever. In other burst situations like YRC you can probably just dash in whilst they come down from the burst and c.S(3) into whatever.
  16. QVing 4[6]S is viable if you're looking to get some charged balls out in the long range though it is vulnerable to 2H And yes it can CH j.S.
  17. As far as I know, all three hits. On the ground ball setups (S-P, P dash) when blitzed doesn't make too much difference, grab em'. Early j.K for example on K oki is pretty safe, if they blitz the ball you have enough time to FD behind it or be ballsy with Madstruggle/your choice of poison. Later j.K's are more vulnerable to airgrab, quick AAs and whatnot.
  18. Rekka ending in 236H? As in 236S > 236S > 236H? Thats -6 without IB. 236H is victim to its 24F startup; you can just c.S(Or c.S throw OS) at any point as he's running through you.
  19. Yeah, I really like the KP formation. I've been meaning to do a small write up on it for a while now but slacked on making a supplementary video, a lack of capture tools is a reason for this. No-one likes potato quality. With that said, here's a potato quality video. https://www.youtube.com/watch?v=_z6BeAOphto K-P formation I'm increasingly finding myself using this formation more often, especially on characters with a poor reversal game. I will be the first to say that giving up your corner positioning for the cross-up is risky and for the most part I'd advise against it however, it can be just what you need to close out that game. It also has applications as a same side 50/50 high low as Fino shows (in Eshi's link above) and also crossup/noncrossup applications midscreen off of short confirms too. So lets go over the crossup and how this works. The placement of the P ball determines whether or not you will crossup on the teleport or not. Look at where the ball is placed in relation to your opponents body and you should be able to tell whether or not you will teleport infront or behind. For the most part you will teleport infront on wide bodies and crouchers. Routes from midscreen for this: 2K > 5S(1) > 2D(1) > K-P set > 5P(BH) > Teleport. (Crossup) 2K > 5S(1) > f.S > 2D(1) > K-P set > 5P(BH) > Teleport. (Non-crossup) Corner routes: 2K > 5S(3) > IAD JSHSD > 6H > KQV > P Set > 5P > Teleport (Non-Crossup) > P Set > 5P > Dash j.K > Madstruggle / Low(Fino setup) > walk forward P set > 5P > Teleport. (Crossup) I'll clean the post up tomorrow.
  20. I don't know the exact specifics of this but I can give you a rundown on how I think it works. When you attack someone from a grab you propel them to the corners of the screen, a wall or something with a large hitbox, if you fail to collide with any of the aforementioned things and hit them from the opposite direction they are traveling in it will propel them in the other direction. For example, if you do a fully charged HSQV midscreen and throw them out of corner with c.S(1) > Teleport you'll teleport behind them yet they'll come to an abrupt stop when they collide with the charged QV. How do you combat this? You do a low airthrow to push the opponents hurtbox out of the collision range of the charged QVs hitbox allowing you to constantly c.S(1) > Teleport until the duration of the QV ball ends or you place another down. Alternatively you can do HS ball > Carcass Raid S > RC > Teleport > IK as one of the other combo videos shows.
  21. Re: Forum lobby, if this does happen I'd like to spectate. Cannot participate for geographical restrictions.
  22. Ball set YRC air throw. It's very satisfying.
  23. From earlier in the thread 42136K > P Ball > 5P > H Ball > dash fS > teleport (KQV)
  24. Can definitely be thrown out of it as you're correct; you land as Sol is waking up.
  25. http://youtu.be/hRj3PlVaS7A No doubt that j.S safejump is probably better though.
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