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Justice7541

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Everything posted by Justice7541

  1. GuanglaiKangyi here. It seems Skype is the new IRC? Personally I like IRC but I'll take what I can get.
  2. Yeah i dunno if he's omitted or included under "the rest of the characters are bad" but it seems like he really just shits out damage regardless of effort level required to do so. Although I guess gimmicky pressure and bad mixup hurts him a fair bit.
  3. Yo I was typing from my phone, cut me some slack. I'm working from memory here, I knew c.S was 5f startup but I couldn't remember if Venom had any 4f pokes.
  4. Sounds like it'd be easier to use 5K then. I'll workshop it and see what I can come up with. Trying to get anything significant off midscreen crouching confirm into QV is kinda difficult without 5P/5K IAD but on top of the execution issues it seems like an extremely tight microdash required to link 5P/K if you don't hit them with QV point-blank.
  5. Ah I thought I was hitting the H ball. That explains a lot. While we're on the topic of ball sets, does anyone know if there's a way to make the balls move forward in a staggered pattern? Basically to allow it to put an opponent who's on the ground into extended multi-hit blockstun (as opposed to having them all hit at once which is less useful).
  6. Throws are really good in general so I don't think it's a significant issue if Venom's high/low mixup isn't amazing outside of it. Venom's in particularly is exceptionally good since it always leads to solid damage (80-100 depending on positioning) and whatever oki you want, compared to most other characters who get maybe 40-50 damage and limited oki. I believe Venom can also OS the throw with 6S+H (throw if successful, c.S if they jump out) which works out for him pretty well since c.S hits pretty high and comes out quite fast. In fact I think it's one of his fastest normals.
  7. Can someone explain how the ball patterns work specifically? I always thought the balls just moved into a preset pattern based on the last set ball (so e.g. setting H ball moves all balls into H ball formation centered around H ball's default position) but it seems like sometimes the balls themselves don't necessarily end up in the same place? I'm asking because I do S > H sets > 5P a lot for zoning but it seems like sometimes with other balls onscreen, or if I don't do S > H specifically, I can't even reach the H ball with 5P as it's coming out.
  8. I've been trying this 5P IAD j.S thing and it seems either extremely tight or I'm setting it up wrong. Is the ball supposed to hit them at the same time as the 5P?
  9. I'm now wondering if something like c.S > TK Mad Struggle (whiff) > 5K etc. would be possible. Can't test while at home.
  10. It works up to like Venom head height. Might be easier if they're heavier, not sure. Basically they need to not cross you up after the wallbounce. Although to be honest I haven't really figured out a good high airthrow combo for those situations other than c.S(3rd hit) > j.K j.S jc j.S j.H.
  11. You can do a full combo off a throw. Check the combo thread. Teleport goes to the newest ball you've set on stage so you can do some silly stuff like H ball set > H Stinger to put a ball really far out then teleport to it. It is kind of a gimmick but it can be useful in some situations.
  12. I'm kind of a shitty scrub Venom myself still but: 2S is god. j.P is good for mashing shit in the air and j.K is good for jump-in. Don't press j.S or j.H so much, they're slow and the hitbox isn't that great unless you're trying to beat out specific things with them. QV is -4 on block so don't overuse it. You probably won't get punished for it unless they're specifically looking for it but QV > 2P ball hit is a 9f gap where they can counterhit you before your ball even goes active, so it's not a great pressure tool. It is good for frametraps if they're mashing though. Ball summon is unsafe as hell on block, don't do it. It's good as an oki tool though, you can either do something basic like P set > 5P for a simple safe meaty, K set > microdash jump j.K for a safe meaty crossup, or S > H sets > 5P for a double ball zoning pattern if they're not immediately mashing you on wakeup. Lastly, for pressure, do Carcass Ride instead of Stinger Aim if you can make them block it, Carcass is insanely + on block (+10 at point-blank) so if you can buffer your down charge properly during blockstrings it's fantastic for resetting pressure into frametraps or tick throws. S Stinger Aim is fine for frametraps and H is good for RCing into full combos, but it's not very advantageous on block so it's not really worth giving up a mixup opportunity for IMO. Also, Venom's throw is really good. Probably one of the best normal throws in the game since he gets big damage (for a throw) and consistent oki off it, so abuse it.
  13. It doesn't seem to be. The hit might be whiffing because of distance, same as if Ram was standing.
  14. - c.S(3) works on Ram's crouching block. Makes it a bit easier to charge c.S > Carcass. - Greatsword set homes on you so extended ball setups from fullscreen aren't really viable. Greatsword swing also eats moving balls so don't rely on them to cover your YOLO rush through swords I guess. - 2S trades in Ram's favor (she gets like a billion damage off it) with Carcass if you do it from too far away and she has enough space to 2S CH.
  15. Why would you charge for non-charge characters? That's a bad habit especially if your character has a 4H or something.
  16. 6P clashed Bringer the last time I tried it. It'd probably win if you do it before Bringer goes active but obviously anything would in that case. I guess you could also just keep mashing 6P in the event of a clash, not sure how clash rules work in this game.
  17. - Grand Viper can low profile TK Mad Struggle lol. I had a Sol Grand Viper through c.S > TK Mad Struggle, looked hella dumb. - 2D can low profile Bandit Revolver/Bringer. Not sure if there's a better punish (6P clashes Bandit Bringer so I'm not sure how reliable it is) it's safe and easy at least. Other options would be to Blitz Shield or airthrow but those are pretty risky.
  18. Worth noting that throw 6H also works with airthrow 6H so long as it'll connect at that height. In fact corner airthrow 6H leads to a ton on damage, something like 130~ although I forgot to write down the exact number. Specifically: Airthrow > 6H KQV 6P 6H SQV 5P PQV 5P 6H _QV You also get more damage off airthrow > 6H 214H 6P 6H midscreen than you do with c.S. Better to save c.S for when they're too high to hit with 6H.
  19. Do Tutorial Mode = 20,000 Do 1-20 challenges (the easy ones) for all characters = 300 x 20 x 16 = 96,0000 Do all Leo and Elphelt (the two easy characters to full clear) challenges = 40,000 Do all missions = 1000 x 50 (? I forget exactly how many there are) = 50,000 And that should be more than enough for Sin. Too bad you can't clear Sin to unlock Sin because he has the easiest challenge mode of them all. Takes like 10 minutes to full clear even if you're bad.
  20. I would love if this wasn't smack dab in the middle of the holidays. Looks like I'll have to wait until next month before I can quantify exactly how bad I am at Xrd.
  21. When you say "techable" do you mean techable as in the 6H was techable in the air before it hit (i.e. invalid combo), or something like 6H whiffing entirely unless you delay it? Doing the air chain late means you are closer to the ground after hitting j.D, which means less recovery on the move, which in turn should make 6H easier to link, not harder. If 6H is whiffing altogether that's most likely an issue with proration increasing pushback, not necessarily combo timing.
  22. Should be the opposite. The later you do the air chain the easier 6H is to link. Also: Corner: Starter > c.S KQV walk forward 6P (BH) 6H PQV 5P (BH) 6H _QV = 150 off c.S on Sol. Works on both stand and crouch, just do c.S(3) on stand and c.S(2) on crouch. May have to add in a 5K after KQV if 6P isn't hitting properly. Makes it easier in general but it reduces damage slightly. Basically the challenge mode combo with the 4 QVs but easier. Throw > dash 6H KQV 5K 6P (BH) 6H PQV > OTG 6H (BH) = 96 on Sol.
  23. I'll workshop it. Been trying some stuff with charged QV. Full charge QV > 5P hit is pretty much +infinity on block, and partial charges are pretty decent too. Just need to figure out a legit way to make it happen, may need to 2D RC > charge. Edit: Is Carcass charge time extra long? I feel like I can never get it out in pressure strings. I can only really seem to get it off a double hit 2D or c.S(3) 2S. Also, it looks like c.S always get 3 hits on blocking opponents, even if it normally whiffs on hit?
  24. Anyone got any good pickups or oki off QV frametrap? I've been getting lots of random hits with it (on scrubs who don't block) but I can't figure out a good way to combo off it since they're usually too far to pick up with 5P/5K and the link window is too small to microdash very far.
  25. You can space the blockstring so 5D will catch rolls. The grab hitbox is actually quite large so as long as you do it far back enough it'll catch both standing and rolling.
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