Jump to content
Dustloop Forums

Pomparomp

Members
  • Posts

    251
  • Joined

  • Last visited

Everything posted by Pomparomp

  1. Fightcade is random emulated games that haven't been optimized for rollback, SF5 netcode is so shit that I have a more stable experience playing a romanian friend on 300 ping than sfv on 5 bar. Good rollback is nothing like either of those, see KI, Skullgirls.
  2. bears talked to me about spacing, f.s and taking advantage of an opponent already committed to something. It's probably basic stuff to longer FG players but it was really enlightening to me, so here it is mostly unedited. https://docs.google.com/document/d/1Js_kqNJzyB7gM8O2hcAqe2KxaVYcNkMHIMMmRbCWETw/edit
  3. everyone's on steam until revelator comes out and forces us back to online playing like it's online
  4. https://giant.gfycat.com/GlaringLargeFluke.mp4 c.s(3) xx k qv > s qv > 5p,6h xx h set > s carcass raid > f.s xx teleport edit: https://giant.gfycat.com/PointedLimpingIrukandjijellyfish.webm c.s(3) xx k qv > s qv > 5p xx p qv > 5p xx h qv > s CR enough charge time that you can actually meaty CR, a LITTLE more damage, but you have to be extremely close or h qv will whiff.
  5. i thought i posted this yesterday, but I meant 6k as a followup to c.s. I was thinking about it earlier though and I'm probably just thinking about it too much in a vacuum, Venom probably shouldn't have big damage combos off normal hit antiairs when no one but like elphelt (:v) can reasonably contest the zoning. Just having something simple and universal like 6p -> 6h to at least guarantee they can't try to tech forward into your face on normal hit would be nice.
  6. I've been playing a bit of +r and god dammit i really want 6k back. 6p is a strong antiair but the lack of reward off it compared to most of the rest of the cast is really frustrating
  7. i'm sorry you can't see how fucking goofy guilty gear has always been
  8. I'm really sorry to break this to you, but as far as america goes FGC is synonymous with capcom and a lot of those people will not ever seriously branch outside of capcom games. The amount of times I've had some marvel or SF player say "yo that game looks sick," buy said game and then never play it frusstrates me to no end. Also,
  9. dash is 0 recovery, but j.d has enough blockstun to be safe if he blocks, and it's an ambiguous cross up depending on your j.d timing i was a little excited to figure this out edit:if they crouch block and it doesn't hit meaty j.d can whiff. You can use this for a throw set up if you see it coming and you've built respect? Counter hits lead to full combos, but your window of opportunity is pretty small so you have to be on your game.
  10. it seems a lot easier on sol specifically without the microdash jump. Sol falls out 90% of the time I try that, whereas I have that down pat on a bunch of other characters.
  11. I started using c.s(3) > qv > j.kshd > 6h on sol, and it is as much easier as you told me Dai, but why is he pushed too far back for 6h sometimes? Am I hitting the gatlings to fast when that happens, or am i launching from too far?
  12. RRC or jump cancelling to bait a burst is something you do on reaction, don't guess
  13. I used to get OTG on slayer and sol a lot until i stopped doing anything until the ball connects so they're floating just a little bit higher. :shrug: I've never actually used it, actually forgot it existed until now, but s cr 669 j.kshd is a microdash right? I considered talking about those but i figured they were outside of the scope of someone still getting down the basic IAD combos. I know it took me a long time before I was able to wrap my head around them, at least. I'm at least gonna make annotations for new characters until the theoretical time when we have new bnbs. edit:added a couple of notations to be safe.
  14. You usually need something bigger than j,s, There's a local ky who does it all the time with his huge j.s. j,k might do the job?
  15. backdash yrc overheads are pretty good for scamming that last hit to close the round, TBH
  16. Attempt 2 Still have some readability issues I was hoping this stage would avoid, and a couple of small editing mistakes but this is probably the final draft for this one.
  17. I foolishly formatted the text using a preview window much larger than the default youtube one, and didn't record myself much footage extra footage to work with. Definitely not mistakes i'm gonna make again. Also got feedback from a couple of people that I shouldn't assume people are gonna know that character/stance character specifics if they're looking up help with basic combos, which I can't argue with.
  18. First time editing video beyond slapping some audio on. Took me like 12 hours of learning over yesterday. Definitely not happy with it right now, but it's got the visual information I wanted to convey. Probably gonna rerecord it eventually, but needed to push something out there to keep me motivated.
  19. 956 works on everyone, you just got to do it slowly, not a true IAD. 866/super jump IAD seems to work for most people, but the extra input made it hard for my hands to do reliably even in just training mode. I guess what I'm saying is if you've got a disability see if you have more reliable results with a slower, simpler input?
  20. the combo thread and ball formations OP are really good. Start out with basic p ball oki with TK mad struggle for overheads and once you're comfortable start learning K ball oki. You will have no pressure game if you can't learn 2k > c.s (2) > carcass raid, which isn't an air tight option but it's your most basic pressure string and you'll learn how to be a charge wizard through it. The only real advice i can give you that isn't really in any OP is ball sets are for when they're not running at you, and your best neutral tools are actually 6p, 2s, and f.s canceled into ball sets, stinger aims and carcass raids. Greedy ball sets lose every venom in the world games.
  21. I'm planning to make some videos to help new/intermediate players visualize their options, something I had a whole lot of trouble with since I'm not good working from written aids. First one's gonna be basic burst baits/burst safe combos I wanna make sure I'm personally not missing anything notable. The easy burst bait options I'm aware of are From RC/anything you can just stop and downback c.s (1) > j.kshd > 6h From c.s Jump forward ib throw Jump any block HS mad struggle 6h midscreen/ c.s (1) > j.kshd > 6h stuff If they're properly bursting at airdash Normal jump BNB variant with throw OS j.s Normal jump BNB variant with throw OS j.s with a double jump after j.s to block the burst From throw Midscreen c.s throw bnb variant I've seen blacksnake do a double+ jab corner combo, but I'm not exactly sure what it is and I need to lab until I find it I guess??? And a stern reminder that simply guessing a burst is a good way to die and you should just go for damage unless you're reacting or are 100% certain
  22. Playstation sticks work natively with windows, as far back as like second or third wave TE1s? The only problems are with some very old motherboards not picking them up correctly, or sometimes a developer is really stupid and doesn't support directinput or whatever PS sticks are. The latter is really rare, I've only played Rising Thunder and the current beta builds of SFV are the only things I've played with the issue. Things that make Dualshocks work on PC don't even pick up sticks.
×
×
  • Create New...