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Justice7541

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Everything posted by Justice7541

  1. That reminds me, I should check out Eventhubs' crowdsourced Xrd tier list for some lulz.
  2. I'm just clarifying because I'm not sure what you're even actually suggesting. No need to get defensive.
  3. I already have 2K c.S(2) Carcass in the OP. 5K 5H Carcass would be the same as 5P 5H Carcass no? Also I'm not sure how your 2369~6 input would differ from a regular IAD except that it would give you a superjump IAD instead of a regular one. 96 is a pretty universal IAD input in most Arcsys games, although IIRC it doesn't work in French Bread games.
  4. Yeah I'm not sure what there is to say about 5H > Carcass other than "input 5H then do Carcass a bit later during the recovery". Same with TK Mad Struggle, if you know what a TK is you should be able to figure this one out. I can't imagine anyone going GAIZ I DID A TK MAD STRUGGLE BUT I DIDN'T GET ANY HITS WHAT DID I DO WRONG since it's pretty obvious so I just didn't bother writing it down. Double Carcass may be worth a note though, I actually didn't even think to ever do that myself.
  5. Axl's shit tends to be more neutral execution for me. I agree that his new combos are pretty easy (although TK Bomber is annoying to input) but getting hits you can actually confirm off of into anything decent (and actually confirming them) is a bit harder due to his weird gatlings and general lack of mixup. Plus he runs slow and has 6 versions of all his buttons except S so getting that hit can be tough. As for Johnny, it was mostly just the FRCs on everything screwing me over since I'm a scrub with zero link timing skills.
  6. Fite me, i rek u. In all seriousness everyone has trouble vs. Chipp/Millia/Zato in neutral, and I think anyone with slow-startup zoning will have trouble with Ram. If Venom does have a specific issue in neutral unique to him it's lack of good AA, so people can jump in on him all day. Otherwise getting hit out of ball setups at neutral kinda sucks but it's not like he doesn't have good normals even without balls. Execution-wise, Venom benefits from having an easy confirm normal (c.S) and pretty universal combo routes against most characters. He does have your usual assortment of tight links and IADs and whatnot but he also doesn't really have to deal with anything like jump install, negedge, etc. either. He may not be Sol/Ky/Sin easy but I can also think of way harder characters in this game, execution wise. He barely even uses his chargers in most of his combos. I will say that picking up Venom in Xrd was way easier than for me than +R May, Johnny, or Axl. Or Xrd May/Axl for that matter.
  7. Everyone bursts me during c.S, I bait it all the time but I can never punish. Jump cancel block works to bait the burst but the punish window seems pretty small after, and airthrowing a burst requires pretty strict timing. I guess it's time to learn YRC OS.
  8. Venom isn't even that hard guys, come on. Execution is pretty easy for the most part and he has the normals to make neutral work, when it works. If it doesn't you're just boned I guess.
  9. Figured I would make this topic since a lot of people are asking a lot of the same questions over and over, and just posting this in the general discussion thread didn't seem super helpful since that gets buried fast. Note that this isn't a combo compilation thread per se, it's more to discuss methods of executing specific combo parts and also other tricks that aren't immediately obvious to new players. I will admit I'm somewhat in that category myself so feel free to suggest or add whatever. EDIT Dai here, taking over with edits as I see. Charge Execution c.S(1) > S Carcass Input as: [2] > 5S~8S - You can buffer the next move in a string a few frames in advance, meaning that it's possible to input both c.S and Carcass basically at the same time and have them both come out. You should basically be double-tapping the S button as quickly as you can. The result is that c.S > Carcass becomes an airtight, +10 pressure reset tool that works on everyone both standing and crouching. It also combos on crouchers, so be sure to hit confirm when used from an air string. - A simple way to practice a practical application is to set the dummy to crouch in the corner. Airdash into the corner with a simple chain (such as j.SHS) and make sure you hold 1/2/3 after airdashing. Shift to 5 and press S as you land, and immediately press 7/8/9S to finish. - A similar trick can be used to make c.S(2) > 5H > S Carcass work. - Also works with stuff like 2K > c.S(1) > S Carcass, but in this case you must wait to input 5S~8S until after 2K connects, or the buffer won't give you S Carcass. Dash > S Carcass Input as: 66[3] > 8S - Holding 3 while dashing will allow you to charge down while continuing to dash. Not a super complicated concept. - Generally used when running under opponents. 2P/K > c.S(2) > S Carcass Input as: 2P/K > 5S~[2] > (c.S hits twice) > very slight delay after second hit > 8S - Venom can cancel c.S into other moves during any of the hits, even on whiff, so long as at least one of them connects. This means it is possible to do c.S(2) > S Carcass and have it be (almost) airtight so long as you delay the Carcass just until just slightly after the second hit of c.S connects. Stinger Aim > Carcass Ride (or vice versa) Input as: [1]3S/H > 7S/H (or vice versa) - Pretty self-explanatory. The game doesn't care whether you do the charger input as 6 or 3 so it is possible to charge both moves at once and input one without dropping the charge for the other. Carcass Ride > Carcass Ride Input as: [2] > any normal > 8S~[2] > 8S - Basically just taking advantage of the input buffer to get extra time to charge a second Carcass while the first is animating. - Simple to practice off of 2S, but can be used well with 2HS, c.S, and 5HS (use the first trick for the latter 2) Combo Execution c.S IAD j.SHD 6H Input as either: c.s(3) 9(delay)66 j.SHD 6H c.S(3) 866 j.SHD 6H c.S(3) sj.96 j.SHD 6H - Probably the most common repeat question. Note that a straight IAD does not work on most characters except Leo, Bedman, and Potemkin. Anyone lighter than those three are too light and may drop out in various way (i.e. j.H will whiff on Sol). - If you are having trouble linking 6H, delay the hits of j.SHD slightly so that j.D comes out closer to the ground. - If you are landing before j.D comes out, try to either press j.SHD faster (the fastest possible chain actually requires faster inputs than it looks like it does) or time your j.S to hit sooner after the airdash. - Thanks to c.S's long hitstop, you can input the jump anytime during the third hit's hitstop and still get the jump on the first possible frame after the hitstop ends. This gives you a lot of time to input the dash after jumping, but also means that you may have to delay the airdash more than you expect. - Note that doing this combo with the fastest possible timing will whiff and Sol and Millia (and some situations, I think May as well?). You'll need to hit that j.S a bit later in the combo, generally airdashing just a little later. Throw > dash 2H Carcass IAD j.SHD etc. Input as: Throw > 66[3] (as long as possible) > 2H(2) Carcass 96 j.SHD etc. - The trick is to dash forward and charge down as long as possible before doing 2H. This isn't that tight, the dash window after throw is actually much bigger than you need to make the combo work. Most common problem seems to be people trying to do a very quick microdash 2H when they should be doing a long dash. - The IAD after Carcass connects is a bona fide IAD. Do it as fast as possible. Similarly, do j.SHD as fast as possible, otherwise you will land before j.D comes out. - Possible on Potemkin and Bedman but pretty tight. Dash jump j.KSHD works as a substitute to IAD j.SHD. (see below) - Becomes harder the closer you are to corner, and impossible when actually in corner. Do dash jump j.KSHD instead if close enough. Dash jump j.KSHD etc. Input as: 669 j.KSHD - A jump out of a dash has a lower, longer arc than a regular forward jump, so doing a dash is usually meant to get that specific arc rather than just closing ground. You should basically be microdashing into a jump before you even see Venom move forward at all. - VERY difficult to land on Ky, results may vary for other characters depending on hurtbox and corner positioning. A good general rule is to chain j.KS with a small delay and possibly the j.HSD as well. SQV 5P IAD (ball hit) j.SHD - You are hitting the S ball as it moves back so it hits the opponent a few frames later and extends hitstun. The 5P actually has to hit since you are jump canceling it into the IAD. - Usually dependent on spacing and opponent hitbox. If the opponent is fat, the ball will hit very early and the IAD link becomes very tight and/or impossible. If on the other hand they are too far away and/or too skinny, the ball won't even hit in time before the opponent techs. If you're not sure whether you're doing it right, Sol has a pretty standard hitbox to practice it on. - Some characters (i.e. Millia) require an extra delay before doing 5P. You basically want to wait as long as possible before hitting the ball in order to give it maximum travel time. - Also applies to links like SQV 5P QV. Like above, the ball must still have some travel time before hitting, so it may drop on fatter characters. KQV 6P (ball hit) 6H - To be honest, I'm not sure what it is that makes this work or not. I believe the 6P has to hit before the ball does so that the ball extends the hitstun on the opponent, and not vice versa, and depending on exact positioning of the ball sometimes the ball hits first. Adding or delaying various normals (i.e. doing 5K 6P instead of just 6P, or doing delay 6P, etc.) seems to help somewhat but it remains character-specific to some extent, especially on very skinny characters like Millia. - Part of the problem and solution is that more hits add extra gravity to the opponent. Sometimes this will aid the link, sometimes hinder it. TK Mad Struggle - So to be safe, the basic input is 2369S/HS. You'll be doing the S version 99.99% of the time though. - Mad Struggle hits a total of 4 times but depending on height it can hit anywhere betwen 1-4 times or not at all. A lowest-possible TK Mad Struggle will perform the dive animation but you won't actually get any hits, so you can fake a high and go low. If you want an actual overhead, delay the Mad Struggle slightly. - How many times Mad Struggle actually hits on the way down depends on the height you actually perform the move at. Unfortunately this affects the window for linking a followup after landing but there's no real way to guarantee a proper link other than just getting a sense of how high you are TKing the move. Mad Struggle hits a maximum of 4 times so a higher TK makes the timing more consistent, but unfortunately also makes the mixup a bit slower. And that's all I've got thus far.
  10. His neutral quality fluctuates a lot based on matchup it seems. Ball setups are varying degrees of viable on different characters and while he has good ground pokes he has some issues with characters with strong air pokes. Also while he has pretty consistent meterless damage and keeps pressure well, he doesn't really peak out very high without pumping RISC first and some characters can make it really hard for him to do that.
  11. I'm thinking we need to just make a thread about "How To Do Venom's IAD Combo: A Guide".
  12. 2S Stinger RC is always an easy punish since 2S is stupidly fast and super long. 2D isn't terrible either if you think they're coming back in since it's got a very low hurtbox and low-profiles a lot of pokes and jump-ins.
  13. Pretty much everyone but Sol/Ky/Sin are unplayable in 5f delay lol. Just don't play those people because 5f is a lot of lag.
  14. Problem with it is basically that it bounces away from the opponent on hit, so it's a bit tough to reuse it to reset pressure multiple times. Teleport j.S is okay though I guess but counterable.
  15. Bishop Runout actually has like no hitstun, I'm not quite sure what the point of this move really is other than gimmick pressure. I was trying to do some throw > Runout stuff and while I was able to get like 120 damage off a corner throw wiht it, it doesn't really help with the combo itself. In fact it makes combos harder cause it interrupts the longer hitstun from some moves with shitty short hitstun from the ball.
  16. You can do j.H > Red Hail but it's usually not worth it unless it would end the round.
  17. Learn consistently stable confirms from throw, 2K, 2S and TK Mad Struggle imo. And of course learn where to use those moves and when. After that, figure out a stable oki off your knockdowns, doesn't have to be anything fancy (i.e. even just P ball > 5P > dash in) then you should be in good shape to start optimizing things better.
  18. Some stuff for throws I get sometimes and have no idea how to combo off of. Venom's throw is really way too good. High airthrow > forward jump (back jump in corner, neutral near corner) airdash j.SHD 6H (in corner, add SQV 6P 6H) = 100 damage with corner extension Low airthrow, near corner throw, or Pot/Bedman throw > 2H(1) SCarcass dash jump j.KSHD 6H (in corner, add SQV 6P 6H) = about the same damage
  19. It has IAD j.SHD 6H and dash jump j.KSHD in various combos but I don't remember if there's any one combo that's optimal or practical from start to finish. A lot of trials seem to start with unrealistic confirms like psychically confirming counterhitting with a special with no air invul etc.
  20. Just do what I do and attempt to throw in literally every situation. It works better than you'd expect.
  21. Are you intentionally putting all the tourney dates on holiday weekends or is it bad timing? This is MLK Day weekend so I'm gonna have to miss this one again. I bet ur scare of my mad skillz
  22. I do c.S(3) IAD j.SHD 6H SQV 5P 6H QV > whatever oki. That's pretty much universal on everyone except Pot and Bedman actually, if you're having problems with any combos on anyone.
  23. Well I did mean everywhere. It does work midscreen I think but it's a lot harder. Not sure how the damage stacks up either. I usually just do c.S(3) combos on those two characters.
  24. Good to learn that one for near-corner combo anyway, and you don't have to worry about it being super tight on anyone since you'll be in pretty close. Also @ TittyFOFO I think SQV 5P IAD is possible on Pot/Bedman midscreen (it's impossible in corner in most cases as far as I can tell) but the required spacing is a lot tighter. Honestly I don't see any reason to go for this since c.S(3) combos are so easy to get on those two.
  25. I'm pretty sure the IAD combo's been the subject of discussion for a while now. Here's a summary of all the stuff I've got on how to make it easier/more consistent: - Off c.S launcher, it isn't actually an IAD. You need to jump slightly higher than an IAD or some part of the combo will fail on some characters, Sol included. You can do 9(delay)66, 866, sj966, etc. if just doing instant 966 doesn't work. - For throw combo (throw dash 2H SCarcass IAD j.SHD etc.) or SQV combo (crouch c.S(2) SQV 5P IAD j.SHD etc.) the opponent will be much lower so instant IAD is mandatory. You won't have an issue with normals whiffing in this case but j.D may fail to come out. I was having this problem at first and I realized it was because I wasn't doing j.S > j.H fast enough. - For Pot, IAD combos in general are iffy because he's so heavy. Bedman also has some issues with the throw combo which is extremely tight on him. Alternate combos for them are: On Pot: c.S(3) SCarcass 669 j.KSHD 669 j.KSHD 6H On Pot/Bedman: Throw > (no dash) 2H(1) SCarcass 966 j.SHD 6H - Not really related to IAD combo but SQV > 5P doesn't combo into anything except 6H on Pot/Bedman because they're so fat. Fortunately c.S(3) hits them even on crouch so just go for the standing combo midscreen. In corner you can do KQV 5K 6P 6H PQV 5P 6H instead of SQV loop.
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