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Pomparomp

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Everything posted by Pomparomp

  1. in addition to what Dai said, that chart was someone reaction to day 1 loketest stuff, when everyone was freaking out about blitzshield killing venom (this ended up being so untrue it's laughable) and the other is just someone who had been watching at the time. Real tier lists are gonna take a lot longer than this to hammer out. I felt like Venom was A tier in 1.0, and I really don't think that Venom's any stronger weaker overall, even taking into account that Bedman, Axl and Slayer finding their way into the high tier. His buffs made him Venomier, and gave him ways to directly turn meter into massive amounts of chip damage. El's still ridiculous, but she has no answer to his pressure, he's got good pokes for fizzling out pineberry under pressure, and his neutral game v El isn't a nightmare anymore like it is against Millia and Chipp, so if it wasn't for Millia and Chipp still completely dictating his neutral game than he wouldn't have any outright bad matchups. He dominates neutral against large chunks of the cast, has very good, very safe (even if it does take experience and practice to *make* good and safe) pressure. His QV confirms convert more reliably at all spacings, and he can get his best on most of the cast now. His only real problem is those two matchups, but he's more likely to lock down and kill them off a single touch now with his expanded pressure tools. Not to ignore that other characters got buffs too, but I think that in that regard the patch was kind of give and take for Venom. I thought he was in a good spot before 1.0, and I still feel like he's the same good spot in 1.1. At the very least, his buffs are really fun.
  2. S QV combos now work on Ram, Chipp, Ky, May, Elphelt, Zato, Sin, I-no, Axl, Venom, and Leo. Works on Faust mid-screen too. Elphelt, Axl, and Zato don't appear to have any spacing concerns at all. Seems light you need to be right in the face of lightweights for the ball to hit, while Ram and Faust and Leo have a tight spacing a little further back. Go for k qv if you're not certain it'll work. k qv is also more reliable at further spacings now.
  3. What can people actually do about looped p ball > 2s? Is it possible to jump out or something?
  4. Only know for sure that this works on Zato. whatever blockstring into a K QV frametrap On normal hit 5p/5k > 6p > 6h - 118 damage On counter hit, 9 > 5p > 66 > jshd > 6h - 180 damage Use it to and catch zato trying to reflect carcass raid or jump out of pressure. Probably not optimal for either of those, but it is guaranteed to work for both of those situations, instead of just one.
  5. the charged ball seems to go right over a few hitboxes unless you force them into block with a 2s after you 5p the ball.
  6. I think crouching S QV confirms into IAD SHD are almost universal now. At the very least it works on May, and Ram. Couldn't get it to work on turbo fatties, potemkin and bedman.
  7. 1)why did you post this in online play? 2)how are fgc members still confused about the cast of [new game] being a mix of old and new characters instead of the entire cast of [old game] in tyool 2015
  8. I played against him at NCR. He picked up the technical part of venom way faster than I've been able too. He'll be really solid once he's got more experience under his belt, although that might have just been him not knowing anything about the venom mirror matchup. Still mad I finally stopped dropping my IAD combos and getting carcass loops out two days after NCR.
  9. Any Venom's to try to watch at NWM?
  10. It's HS D not H S D
  11. Yeah, whatever works best for you. The classic layout (type a i think?) is weird, and goes something like K S HS P _ D This is the dial-a-combo chain starting from P through to HS. The bottom middle button is either left empty, or used as a macro or taunt button. Mine's a roman cancel macro, but whatever is fine. The most common layouts I see are either the classic or P S HS K _ D
  12. The core combo's didn't change, no.
  13. Remember that it's a hacked together voodoo feature for the game, and not something officially supported by Sony or Sony's infrastructure. 1)Cross platform invites don't work. 2)I've found quick lobby to be the most reliable, so set it up in a random empty room in Australia to keep out random players and tell them where to find the lobby. Search has never worked for me. 3)Make sure your ports are forwarded
  14. Every time I try that I get chucked or dp'd immediately.
  15. I met a bunch of your guys at NCR. Get me on PSN, lag shouldn't be bad from sac to the bay. pomp-a-romp Someone mentioned you guys get some people down from over here that I might be able to hitch a ride with?
  16. Do we have a more reliable burst punish than IB > airthrow that leads into a hard knockdown?
  17. Isn't XX millia a mess of dozens of character specific combos?
  18. This is what you're doing to other people, you monster.
  19. A wired 2 bar connection is way better to play against than a wi-fi 4 bar. The wired will have a consistent delay, while the wifi will jump up and down at random, making anything even the slightest bit tight impossible.
  20. Try one of the webm hosting sites, if you can get it in that format.
  21. Figuring out k ball oki with only written aids was fucking hell, and i know i would have appreciated some help. Go for it.
  22. Guilty is hard, an airdasher and not a Capcom game. There is nothing that could give it a big scene in the west. Best case scenario is a small-ish, dedicated scene that sticks around until the next revision with a steady trickle of new players, which is more or less what i'm seeing locally..
  23. Do we know if you get rejected no matter what, or if they still have to guess high/low?
  24. How many fucking iframes does his dp have? If other characters dp, I at the very least least trade with a ball hit, but when Axl's do it the ball just flies right through them.
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