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Lynxfort

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Everything posted by Lynxfort

  1. Sorry.. found the answer in combo thread..my bad..
  2. At case if 4126P is so close or nearly behind opp on corner in 1:07 he do the "high" route of oki .. but what is the "low" route i can benefit from end of corner 41236P ??
  3. Lynxfort

    Black hole combos

    Edited : 1-On hit 2H from it farthest range can't combo into 236S but with black hole it always connect. 2-Black hole changes the item arc and attract items to it..so after tossing it throw another item then 5S.236S..if it small Faust .. hammer .. weight or poison .. you have extra damage "but with platform less damage ".
  4. mm..if you were a Pad player i would give you some tips.. but did you watch this Video ?? https://www.youtube.com/watch?v=Yd9dv1cB8b4
  5. You use Pad or Stick ??
  6. Tested vs DP's..only Sol can hit venom ..
  7. I saw 2 oki options that a Japanese venom player do .. 1-oki in middle screen he do S.H set 669jS BH. 2-on corner P.K set.S Carcass 669jS BH."i think it's DP safe "
  8. 1- i see nage do a random raw YRC some times in different situations like 7:22 and 8:57 https://www.youtube.com/watch?feature=player_detailpage&v=oTgbjgMfGWA#t=440 what is the goal from doing it?? 2- also the IAD jK.jP string in 9:14 "and another time that i'm forgot where exactly" ..isn't doing it is risky cuz it whiff on crouch ??
  9. Lynxfort

    Black hole combos

    After BH.214K "CH" run 6H or 2H .236S..etc
  10. The most thing i might have a tough time with it is when i hit opp by a counter hit then do air combo..like ball or jS CH IAD jK etc.. does it need a great reflex or something else ??
  11. I feel that 2K has smaller hurtbox than +R.. as example record leo and make him do air dash jK"Large hitbox ..lot of active frames"..replay and try to anti-air it with 5K or 6P..with me most of the time we trade hits ..but try to do 2K.. at least it clash most of the time then he hit be second hit"
  12. 1- No Answer ?? 2- About mad struggle combos.. need to know if mine is the optimal in term of damage and oki.. A- From far range MS. 2S.2D B- close MS.cl.S "2" combo 4 3-Out side range of 2K.S juggle combos.. from far range is it worth to end combo ends with 2D"2".623S the go for S Stinger oki??..or i should stick with 2D and go for set oki ?? .
  13. After ending combo with KQV.. should i go for 1 K ball set oki or it's better if i placed another ball for a better oki.. and which one is it ?? unless if you suggest to end combo with Another QV ball instead.. then set a K ball
  14. Does that really works on may ?? .. if not what is the alternative.. Also,,what is Venom's best CH QV corner combo ??
  15. "From above" RC Air Dash mix-up .. https://youtu.be/IQo7LjWUd5Q What do you think guys??
  16. An oki that nage attempted to do on leo but he did the burst after the second hit"6H" in op1:.. so i try to figure what he wanted to do.. It starts with (214H in corner .. meaty j.236P"Air Bag")..then : 1.- 6H.236S.9.44.Charged Pogo's S.pogos H "GMW" "188" or 8.9 "DC"208".."leo player did the burst after 6H so op 1 and 2 is what i tried works also on Pot.." on Chipp delay the 6H and and after 236S.H or 8.9.. 2-I guessed the Low op is to do the same combo with replacing 6H by 2H after the meaty Air Bag.. I didn't do it to rest of the Cast.. from the characters i tried on "Sol..May..Elph..Axl" all can tech the 236S .
  17. Especially 2P.2H then 41236K etc for damage / Tension gain or the pogo combo if you close enough for oki.. ... Guys.. really.. I couldn't Understand of Where i can use these buffs : 1- "214S" YRC Air dash cancel" ..i thought with Bomb and Meteor if it timed correctly i can cross theme up but couldn't mannage to do it effect-fully.. easy to read.. 2- Door's sliding down on counter" I know that from Front "214P" pushes opp to wall and near wall .. From Behind "214K" on corner can combo to 2H or 6H.. but what situation the i could score Counter hit with both moves ?? 3- Invincibility of Pogo's Charged K .. i feel it's nominal ..
  18. The combos i post it"1 and 2" may be outdated in 1.1 in term of usefulness..so sorry about that..
  19. Whooh the 6H nerf seem so harsh..i did on cornered sol : 1- 6H.236S.P.H raw damage is 152 at full RISC it's 177.. .then i did 2- 2K"3" .236S.P.H raw damage is 103 but in full RISC IT"S 181 !!!!!!! cuz it's not a 100% throw.. I see it as an unblock-able attack in first hit only " this first hit whiff in jumping opp BTW" it's mean.they can blitz shied it" but Axl cannot reverse it"..they can burst even when it connect..if you threw meteor then did metagiri it will combo..if bomb exploded near you opp both will be catch in the explode.. To see air blocked metagiri try this in training mode "Done on Sol" record dummy doing back dash then immediately do jumping back FD..make him at corner then replay it.. try to do metagiri on him after the back dash before he jumps..if done correctly you will see him air block metagiri.. As i said it's 214H "AKA metagiri" an unblockable attack you can use it like throw.. it has more damage than normal throw especially near wall where you can start combo with 5P or 5K after it also you in + frame more than normal throw so you can have better or easir air bag oki "j236P" You know combos that ends with Pogo's H "GMW" like the one i wrote above right ?? ok..near wall you can do combo "1" with replacing pogo's "P.H" with "8.9" ( Doctor Copter) now you have more damage "179" but you will lose the chance for oki.. Far S RC 41236K i think it's the most useful ...some times try to RC 214S "From Above" then start combo with 5S or 5K.. 1-Read the wiki http://www.dustloop.com/wiki/index.php?title=Faust_%28GGXRD%29 2- Watch top japanese players like "Nage" https://www.youtube.com/watch?v=dWMS9aZy2NI Try Goldenrody channel https://www.youtube.com/user/Goldenrody/search?query=Nage
  20. Like some other characters in 1.04 ..does faust has a "hidden" buffs not mentioned in 2nd location test changes or nerfes that removed fro the same change list ?? and how can be certain about increased start up for far standing S ??
  21. Which formations benefit the most from Trajectory struck ball change of 6H.. After P.K formation striking the P ball with 5P then K ball with 6H looks nice IMHO.. is there more ??
  22. In 1.1 change list Elk Hunt's Recovery reduced from 12F to 11F does that mean it's now +3 on block ??
  23. I would like updating the first post about any thing new changed in 1.04 and some good notes that the guys here talked about certain formations..
  24. I see..Another questions 1- What is my best options after S Stinger YRC ?? 2- And how about a separate Oki and setups thread ..?? since oki and setups are important part of Venom's game..
  25. In wiki c.S is -8 i think that for the 3rd hit which whiff if opp was crouch.. in this case what about second hit ?? how much it on block ??
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