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Everything posted by Badoor
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can't say I'm that familiar with the Anji MU tbh
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This brings me back lol
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you should be able to do it with charge [4], then 66S/H. The dash needs to be very short but I just don't see this being that beneficial to Venom in neutral since he does have full screen projectiles. And doing Stingers from farther off is better since you'll be at a safer further distance, making it hard to punish. But with S-stinger specifically, it's better to do it earlier from far off in Oki setups since that would give you a better frame advantage then doing it upclose. Plus the time you would need to dash before doing the Stinger could be used to shoot the ball earlier and let it meaty late for better frame advantage, or even make it possible to charge the stinger to a higher lvl. I mean, there are ways that micro dash S-stinger could have potential in oki setups (after a corner knockdown P-QV, it's possible to do a dash S-Stinger and shoot the ball past the P ball generated by PQV, instead of having it collide with the P-ball which is what happens with a direct S-Stinger) but I don't know how to make use of this.
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Hi there. So I setup a Venom-focused discord group. I don't believe there's been one before. Here's the (hopefully never-expiring) discord invite link: https://discordapp.com/invite/010mtfwzqq54nV1Zf
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I made a video about ways to deal with Johnny's 2Hs> lvl3 air Mist Cancel mix-up. This isn't exclusive to Venom tho. It's...kinda very simple. Mashing 5P should deal with MOST (but not all) options that Johnny does in that mix-up. More details in the video description. EDIT: uh, I just discovered some flaws in this. Apparently I didn't record Johnny doing his Airdash Jk as early as possible, and it kinda messes up things. Also I forgot to test Johnny doing air JP in his Airdash, which is 1f faster than jK & would usually trade/clash. Even then, there are safe ways to get out. For now, ignore the video cause I will take it down.
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@snowmonkeyfunky Heh, thanks. Glad you like it. I do like this setup a lot. I initially refrained from using it since I couldn't dependably do the running super jump S without getting a mad struggle instead, but once I got that execution down it's been a real boon to my game. And thanks for the additional notes on it. I never thought about using it in the corner but I will try it out.
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So an update on the setup: - J.K can hit the ball but it's very hard to do the running super jump so early. And even then, you'll probably land in-front, so it kinda lessens the effectiveness of the setup - it turns out that you CAN Air FD Vapor Thrust and Leo's Flashkick. Actually with Leo, his H Version WHIFFS. So this is very good news. Haven't tried against Chipp but I imagine similar results.
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Yeah, the j.K won't hit the ball. standing forward jumps, running jumps, and standing forward super jump j.K will hit the K-ball after it is summoned, but a running super jump won't (maybe I can't do the running super jump motion quickly enough but I doubt it). The j.K hit box isn't deep right under Venom. It's only deep a bit infront with his legs so they'll whiff (unless maybe if Venom takes a step back but of course you won't be able to do it fast enough for it to meaty).
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Yeah, it works best from a 6HS. 2D doesn't usually push them far enough for the running super jump to land RIGHT behind them. The jump would just overshoot them instead. Not to mention, I think because of the shorter distance, you are forced to wait a bit more before you can do the running Super Jump J.S so it would meaty them, and that will leave a gap for them to anti-air you after they block the ball, when you are coming down. But the overshooting issue is the main reason I don't use it after a 2D. As for Air FD to block reversals, you can do that with some of the slower reversals, but not always. Some reversals can hit Venom out of the recovery of his J.S. I recall that Leo's H Flashkick can be FD's, but his S Flashkick (which is honestly rarely used, due to its partial invincibility) can hit Venom. Honestly I haven't done enough testing with the air FD against reversals.
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Hey, so maybe I didn't notice but I don't think I've seen enough Venom players use a running super jump to augment some of Venom's midscreen setups. I made a video showing how a running super jump J.S can help improve Venom's midscreen K-Ball oki after a 6H knockdown. It also makes it Blitz safe, and Volcanic Viper safe (but not safe from other invincible reversals like Leo's or Ky's) Let me know what you guys think. I mean for all I know, this could be very old news.
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About 16 months ago, when -Sign- came out for consoles, I was about in a very similar position to yours. I played the older GGs but never as competitively as say KOF. And I was a total scrub with Venom, who I thought looked cool and had a really unique zoning fighting style. And while I have improved a little bit since then, I feel like I have a good understanding of the challenge with getting better as a Venom player, which could help you. First of all, I feel like no matter what, if you like a character and you really want to learn them, go learn them. Don't let tier-lists or the fear of high execution put you down. You are gonna have to work on your character anyways no matter who you choose and it may as well be a character you really want to play with. Having said that, I think Venom is not exactly the easiest character to use. For one, he's a charge character who is heavily dependent on his charge moves, probably more so than any other character in Xrd. Stinger Aim and Carcass Raid form a corner stone of his zoning and offensive pressure game. And you will need to learn how to do them confidently as you are gonna be doing them constantly. You don't wanna get a 6Hs or jump S out by mistake just because you misjudged how much charging you did. The bigger issue though is that his real technical stuff lies in a more I suppose "cognitive" sense, more in the pure memorization than the hand-execution sense. I think the challenge in learning Venom is not about doing Mist Finer Cancel combos, or jump installs, or micro-dashes (although he has some important micro-dash stuff). It's more about learning which of his 32 ball formations do I need to do right now. And the numerous ways you can shoot those balls in all sorts of directions at different speeds, and which balls should i shoot and which should i save for teleports. I mean sure, not every formation has a specific use (sometimes you just want to have 4 balls out so you just have more ammo) but you need to learn some for zoning and okizeme purposes. And how to be able to set them up in the most efficient way, sometimes doing so as part of your combo that will lead to a knockdown (QV certainly helps here). In addition, Venom does lack a bit in terms of defense. He doesn't have any invincible reversal move like Volcanic Viper, not even a super move (although Burst Dark Angel in Revelator is an invincible reversal super and certainly helps him wake up safely, along with the new blitz charge attack). That's not to say he is helpless, his 6P anti-air is one of the best in the game, and on counter hit it can lead to very good damage with knockdown. And his air throw (along with his ground throw) can lead to great free damage and corner carry. And his 2H ain't bad either, and can lead to good corner carry and damage if it hits counter hit and is canceled to S-Carcass Raid. These 3 will form his main anti-air moves. And you are gonna get to use them a lot since Venom's zoning game will force your opponent to get to you thru awkward angles, usually by jumping over your projectiles, although some can slide under them (Sol/Ky/Sin), or teleport behind them (Chipp/Bedman), or just negate them (Pot/Jack-O/Ky and more). Venom does have a few quibbles that other character's don't seem to have. For one, his Close S (which is 3 hits, ending with a launcher) only hits twice on most of the cast when they are crouching. So Venom has separate against-standing and against-crouching combos. This means that you need to confirm which state your opponent is in when you start a combo, which sometimes could happen with Close S itself. There's also the fact that his 2-hit sweep, which a great tool with a quick start up and nice properties like a low profile, has a very long whiff recovery that can easily be punished if you do it and it doesn't land or get blocked. You sometimes even need to cancel out of even if it does get blocked since the 2nd hit tends to whiff if the opponent uses faultless defense to block the first hit (or sometimes it whiffs due to spacing), and they can punish you if you don't cancel out of the animation with either a carcass raid or a stinger aim or a QV or whatever. Again, I'm certainly not the most experienced Venom player in this forum, but I hope this post helps. And sorry if this was kinda too long of an answer.
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Execution stuff like this is really hard to get help with online due to the nature of it. I mean the inputs look fine, all I can say is practice and maybe change up the timing a bit. Slow it down, speed it up, do it early, and do it late, then see where the sweet spot is and you should get the hang of it. One thing I can comment on is your odd use of the terms "Canceling" and "Super Canceling". For one, Guilty Gear Xrd does not have Super Cancels (and the series never did). You can't cancel the recovery frames of a special move (like ball set) into an super/overdrive (like Bishop Runout). If you are actually trying to do that then that's probably why you're messing up. You're gonna have to wait a tiny bit after ball set so you could then do Bishop Runout. But you should be able to buffer BRO during ball set easily and activate it the first frame after ball set ends. That's actually how you do 310's (pretty amazing) BRO setups.
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It's the same speed as doing them manually. Of course with the button hold method you do guarantee quickest possible multiple ball summons (and can charge in the mean time, as you mentioned, which allows for some interesting oki set-ups). However, be wary of using it for zoning since you may end up committing to multiple ball summons when the opponent can rush in and punish you. Do NOT do ball holding method for Ball Set SH, 5P ball hit, for example.
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Hi there, first time poster on Dustloop. So with Bishop Runout sometimes when I'm trying to setup balls for it and then activate the overdrive, the balls spin around it like they're in gravitational pull before getting sucked in (instead of what usually happens which is the balls immediately get sucked in as soon as the super flash timestop ends and the bishop ball grows). I believe this happens if you use a H ball as the last one you set. Is there any use for this variation of the bishop runout at all? Or is this to deter some sort of exploit or something?