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LuimanXrd

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  1. This is the direction I'm trying to go, but I'm thinking more in midscreen tick damage, corner-carrying blockstrings leading to corner mixups, rather than in corner setups. After a standard j.D - 6H knockdown, the ones going through my head right now are: 1. S - P Formation > dashing H SA (doesn't hit P Ball, hits S Ball, which hits opponent) > 5K (hits P Ball) > Teleport (to spiked L1 ball) > j. S (hits ball) > K Ball > (Ball hits) > dash jumping S (hits K Ball) > air dash - low mixup 2. P - K Formation > dashing H SA (doesn't hit P Ball, hits opponent) > 5K (hits P Ball) > S Ball > (Ball hits) > forward jumping S (hits K Ball) > air dash - low mixup 3. (With previous P or S Ball) P - H - S Formation > dashing H SA (doesn't hit H Ball, hits P Ball, which hits opponent) > 5K (hits H Ball) > Teleport (to spiked L1 ball) > j. S (hits spiked ball) > H Ball > Ball hits) > dash jumping K (hits S and H Balls) > air dash - low mixup Also, I think that in neutral, there are some ranges where you want to shoot your H Stinger right where you can YRC it AFTER it hits (instead of the flash happening before it does), so that you can catch people in the middle of anything. For that, dashing a little before shooting may help. I use a Hori Fighting Commander Pro 4, and although the technique seems easy to grasp at first glance, I cannot get it to work even once, so all the things I said above are just theories for the moment. Any execution tips, videos or help in general to get this done?
  2. Hello everyone! Does anyone knows how to use dash buffering with Venom? Like what Leo does here: I've been trying to find a way to do dashing Stinger Aim, but so far all my attempts have failed.
  3. I believe he took several factors into account to go for the P Ball instead of the K Ball. First, May has bar to blitz. Second, she was knocked down to close to Venom. With a K ball, if you hit it with forward jumping K, you can be blitz-shielded, and since she's that close, its hard to get the meaty setup properly; if you hit it with an S Ball, you'll have a hole in your pressure between the j. S that hits the ball and whatever you do afterwards if they instant block the ball, AND it can also be blitz-shielded. So, although with P Ball he cannot go for an ambiguous setup, it does allow him to do some safe pressure, crank the guard bar a little, and end with a safe distance to set some balls. There are many different options there, and considering his low health and almost full tension bar, I would have gone for something more aggressive myself, but there you have a conservative way of playing Venom.
  4. Any tips on 2P/K > c.S(1) > S Carcass ? Although I can do c.S(1) > S Carcass consistently, the additional hit at the beginning seems to be messing up with my timing.
  5. I'm having a lot of trouble consistently executing the K Ball mixup in midscreen, specifically when I go low, 2K > c.S(3), against certain characters while they are standing. The 3rd hit of the c. S tends to miss a lot against May, Chipp, and a few others, even when they appear to be close enough. I've "adapted" to the nuissance by putting a late S DHM (with the tiger knee motion), jumping away on reaction, or just going for the 2K > c.S(2) -> 2D (2), but it's difficult for me to renounce to the corner, the damage and the setu´p. Does anyone know of a reliable method to get the 3 hits consistently after the ball hit?
  6. In midscreen, if you are in the 25-49% tension range, you can go for the option selected pressure. Basically, for example, if you want to dash in and do a 2K xx c. S pressure string, you'd do 2K xx KSH so that if the opponent tries to get away from the 2K, the YRC comes out and you can punish the backdash, air throw them if they jumped, block their reversal or whatever they try to do. If the 2K connects, you go on with your normal c. S pressure. Outside of that, when you're on frame advantage, 2H can stuff many things, including jumps in their early frames and short backdashes (they get snuffed by the second hit). Once you have educated them not to avoid the pressure, you can go for more rewarding options.
  7. Any tips on consistently getting S Mad Struggle to hit the desired amount of times? Currently, I'm resorting to adding/substracting additional commands from the TK command (like, 236987S to get the 4-hit version), but I haven't achieved the level of consistency I'm looking for. I'm interested in getting 0, 2 and 4 hits at will.
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