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Posts
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Crimson_king15
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Awesome set man! One thing i noticed is in the corner you kept doing was the throw combo but you used S qv and the beat kept turning Grey that works on characters like Sol and sin but For venom and other characters the Kick qv actually combos on them.
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Found some new BRO stuff while in the lab the other day if you spouse bishop run out after the first hit in a coroner throw combo you can follow up with a full combo and still have enough time to get another chance to put the super ball in motion again. The reason it is hard to burst is because each time the ball hits them it disables the burst temporarily and also if you start it up after the first hit (first hit following the throw) and your opponent attempts to burst that the super flash will allow you to respond and block the burst! Apologize for the quality used my iPad to record it This is the throw combo video https://m.youtube.com/watch?v=y99AKeo41as&feature=youtu.be This is the BRO dust combo https://m.youtube.com/watch?v=Yp_2WlVlqKg&feature=youtu.be
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You can reject or air grab both of those option. Bandit bringer is easy to scoop especially if they try putting it in a string
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Only thing I've found to help ease this match up is doing more low ball set formations like K ball> P ball it helps because it give a ball sin can't slide under and one about pelvis level that Gives safe but still solid pressure. Other than that I don't know. He has an amazing backdash 1-16 frames of in invinc out of 24 frames which is insane with all the tools he has so pressuring him at a distance is mute. Nly thing we can do is block and pray he starts running low on meter also using meter to yrc his instant overhead setups is a good way to keep yourself from eating one, same with his specials, using your rc to extend the duration of his moves and not just shorten the recovery on yours is a really important thing to do in this match up. Also while the super is lack luster we might want to look to see if bishop rook runout helps. The size of the ball might be solid enough for us to keep him from moving for awhile while we apply our pressure (if you apply the move correctly that is).
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I've been playing this match up quite a bit lately and I must agree that this is not in our favor. Ramlethal not only destroys us in terms of screen control, but she also has better damage and some solid resets after her combos are completely extended. She is just a monster all around. Things I've found to work though are wide spaced two ball sets after knock downs. Preferably with the second ball being the one set farthest away for you the reason being, if ramlethal wants to play at a distance and set her swords away from her body you can react to the teleporting of the swords and teleport yrc or teleport air normal in front of her. Then the second ball will act as a disengage if you get close and things get crazy. I've been doing this and it has seen some sucess, but even still the match is hard. Only solace is if we hit her it will hurt bad no matter what she is hot with she loses half life and we get a set up on a character whose only reversal cost her two bars. As for zato I don't think its a bad match up imo. I think it's just eat or be eaten and whomever gets the first bite wins. I am from Omaha so I get to play Cue a lot so it's one of the few match ups I play reasonably well.
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I absolutely agree with this and would like to expand on it a bit. You should certainty go and learn your best combos on everyone for max damage and you should also learn the ones that a good vs people who like to burst. Sanma and fino like to do (off a throw) 5p>5p> 6hs> ball set oki
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One thing I didn't notice for the p>k formation is jumping and hitting the k ball with j.K or j s then coming down and doing a block string with enough pushback to hit the the p ball. That seems to be one of the more popular corner uses. Also, you can slap both balls with jump s
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Another thing I wanted to discuss was the IAD bnb combo. So it seems to me it isn't an IAD at all. Some characters if you IAD they pop out the combo before the 6h. I remedy this by delaying (slightly) then air dashing and it seems more consistent that way. Has anyone else noticed this? Also man I wasn't saying go nuts and spam it or something I was saying just use it in a pressure string or against someone blocking low a lot. It doesn't take for you to use a move more than once for them to acknowledge it as an option. Stuff like this is why we need ID combos back though.lol
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I don't need you to tell me about other overhead options because I know all of those.lol not trying to seem rude, but please don't assume I don't know something and just tell me to learn to do it. I appreciate the willingness to help, but just because I dont have like a million post here doesn't mean I need the whole run down. I've been playing venom for a long time now man.lol I was just curious if anyone had found anything that I'm missing. Also, I feel it is worth it early on to let people know that you are willing to do it. Same reason people just stick out random shoryukens at the beginning of matches. It's not the fact that the shoryuken will give you advantage or a lot of damage, he'll it might not even hit, but it lets people know you are willing to do it which in turn creates oppertunites to open people up more.
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It's worth it because it gives people a reason to stand. I was just wondering if we could capitalize off it better.
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What are our midscreen combo options off of a dust? I can land a lot of dust, but when I do I feel like the damage I get isn't worth it also I get no positional advantage.