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ajinkris

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Everything posted by ajinkris

  1. i dont do hs into 5hs.
  2. nice techs u shitty venom player. oh wait...
  3. If Kusoru had a twin... actually this guy surpasses Kusuro imo. BDC Taunt? random TK Divebombs? dandy FRC > dash > bite? 6H > 2H > 6H > 2H > 6H > 2H (axl low?)? Cmon. All the grand vipers in the world can't compete with that shit.
  4. I was so bored I just read through the last 30 pages of this thread.
  5. The timing behind Dubious Curve loops is a bit strict. I had this problem when I first started, but the key is to hit the 2S after S.Dubious as early as possible. Most people wait too long after the S.Dubious animation and miss the window of opportunity to hit the ground-sliding opponent. Also, make sure to immediately cancel the 2S into another S.Dubious. Practice practice practice - it'll come eventually.
  6. KEVIN! Don't you dare babysit these fools. Your guide already outlines all of the basics that any beginner Ky would need to know. The only other supplement would come from match vids and personal experience. EDIT: I'm feeling soft-hearted. Here you go buddy. http://www.dustloop.com/forums/showthread.php?t=3539 Good luck
  7. 6P and j.K. Know your combos. Read this guide.
  8. Just reading over a few notes after playing against pulsr this past weekend. I'd have to disagree with Testament anti-airing, but maybe that's just cause pulsr is really good at reading jumps. His j.S has a horizontal range that will straight out beat anything we have. He also has a 5P that is pretty good about whacking out certain jump-ins and when in doubt, Badlands serves as a decent air-to-air tool. The places where I was able to punish him the most was when I would stay just barely out of (or in) forward EXE Beast range and I'd IAD over with a j.K > j.S > blah blah > knockdown. Dashing forwards and backwards a lot also helps with baiting EXE Beasts, but at the same time don't dash too far forward or you'll eat an EX Gravedigger / Badlands. This fight is a lot of playing carefully. He can hit you at anytime and almost anywhere. I really don't have much else to say haha, you just have to be ridiculously cautious and I can't stress how even trading vs Testament oftentimes actually means you lose.
  9. Oh. I might have gotten confused between this thread and another thread. I thought Icolo- didn't play AC. My bad.
  10. Fade into the void? NEVER. GG is still held in very high esteem amongst fighting game players and is in both SBO and EVO despite Blazblue. I digress. Just because you're an oki/poke Venom doesn't mean you have to completely alter your style to beat certain matchups, you just have to know some trick setups that will mess up your opponent's reversal inputs and timings. Both crossups and ball-protected pressure will have your opponent thinking twice about spamming invulnerable reversals. To mess up reversal input, try this oki trick: knockdown (usually 1hit 2D) > K.ball > 669 (dashing jump) j.K > iad backwards > j.S j.S is Venom's crossup move of choice. The animation stays deceptively facing forward when you are effectively hitting behind you. As you dash-jump kick the K.ball, you will barely pass your opponent, which gives you the illusion of still being in front of him, especially with them focusing on the ball flying at their fallen body. Airdash backwards and hit them with a j.S, which can lead into a number of things, but for now you might just want to practice into > j.S > land > 2K > 2D > X.ball. Another method of preventing heavy VV usage is to toss some balls in front and around you as you move in towards a knocked down opponent. Two example formations of this are: S,P and K,P. The trick is to be far enough away for you to have room to let the balls fly in front of you, spaced out, before you move in. A simple way to perform this is allowing 2D to hit twice. The other important thing to do is to make sure you 66 before you 5P the balls, because if you don't 66 the balls will be hit in a different way (they'll split instead of fly forward straight). By 66 5Ping you push the balls forward slowly and in a parallel manner, covering yourself and causing them to have second thoughts about wake-up VV. Watch some N-O videos if you want a good example of a Venom that pokes and moves extremely well. I also just noticed that you don't play Accent Core. I don't really know the old ball formations, so I'm sorry I can't help you there
  11. Chipp. I don't get to fight against Chipp very much so I can't really give you any input. All I can say is that instead of going for setups just end all your landed hits into EX or HS Double Head Morbid. The damage is sick. I play like a little girl against Sol. Run away, set lots of balls, dash under him when he airdashes at you, and 6P his ass. Don't spam 2S and 5S too much cause you'll get VV'd from like full screen. Unless the Sol is very defensive (not likely), don't get carried away with your corner pressure, because much of it is VVable. Once they're a bit scared because you landed a combo, try to keep them in the corner but have a little distance. Against Potemkin learn to vary your ball speeds. Good ways to do this are by 5Ping a slow ball then HS Stinger Aiming. Don't use it too much though, cause they'll catch on quickly. You just have to learn to stagger your pokes while not getting caught up in Potemkin's mindgames.
  12. That's a lie. Hellmonkey uses it all the time. Also, gold burst telegraphs run up > TK Youzansen RC.
  13. Exception to the rule: input is impossible on Spidey's stick.
  14. OS, ZA I can see, I'm not too sure about TE and SL for me. It seems like you want to keep them at a certain distance (TE and SL) till you land a knockdown. That's when you're able to pressure them like crazy. Testament especially - his defensive options are utter crap unless he constantly FDs and pushed you out, giving him enough room for a forward EXE Beast. Even then, you can anticipate it and IAD over it for a CH. Easier said than done, but he's definitely one of the simpler guys to pressure (when you're not getting your ass looped, anyways). Other characters that I find myself zoning a lot against: ANYONE WITH A DP. SERIOUSLY. FUCK.
  15. Haha. That's also the same style that makes him ridiculously annoying and nearly impossible to penetrate his defense while he's properly zoning. I don't know if he's actually lacking mixups (I mean, VE doesn't really have that many, just confusing ball setups), but yes, I don't see him do anything risky. But then again, he wins a lot. Safe > cool :P
  16. But if you super-FRC all the time, is it still worth hitting your combos?
  17. hey do i know you? :P

  18. Whatcha mean?
  19. Sure man. Watch some Neko vids if you want to see some crossup action. He plays a the yellow-green Venom and uses this formation all the time. The most common video on youtube of him is the old ass 3v3 character battles from 07 (MI vs VE and TE vs VE).
  20. Less May, more Potemkin? Wait, that's not right
  21. @Ross the actual formation is : D > HS > P the combo is (cannot be used as a crossup in the corner): midscreen throw > 66 > 6P > 6HS > D.ball > 66 > 6HS > HS.ball > 66 > P.ball > warp Note that you will be slightly airborne when you warp behind your opponent, allowing you to instantly j.S the ball behind him, then jump cancel into j.K to hit the ball above him. There are a lot of interesting mixups that you can derive from this formation, but I would refrain from using it all the time because your opponent will catch on eventually. @Tage*Proto For straigh up damage, I always just do the standard combo. It works on most characters (though the dash timing gets tricky on females and the likes), so I would practice the following: corner throw > 66 > 6P > 6HS > HS.ball > 66 > 6P > 6HS > S.carcass > 66> 6HS > S.ball > 5S xx ex.DHM I would also practice warp combos in the corner. You'll note that if you land a ground hit into a c.5S(3), the launch will push you too far back for you to use a 6P > 6HS > CR combo most of the time. In this situation, you want to 6P > 6HS > X.ball > 6HS > warp > j.X > land > 6HS > S.ball > 5S > X.dubious or ex.DHM. As for midscreen stuff... It isn't always bad for you just to throw out a P.ball or S.ball, 5P it then go for standard ground mixup. Remember that you would ultimately prefer to push them into the corner, so anything that aids in shoving them towards a particular direction is good. As far as midscreen mixup goes, there are a ton of options. I'll list a few of the ones I use most commonly. What you use, the HS.ball mixup, is totally fine. You get three possible mixup options off of it (j.HS > IAD > j.mixup; j.HS > IAD > landing low mixup; j.HS > IAD > empty land > throw), so it's a solid one to use on a regular basis. X > 2D mixup setups commonly used after landing a ground string midscreen (generally either off a 2K or TK.mad struggle). The standard thing to do is just P.ball > 5P > 66 and go for either 2K or TK.mad struggle, but below are more trickier options. (note K.ball setups you'll always end up on the other side of the opponent) 2D > K.ball > 66 xx j.K > land > 2K 2D > K.ball > 66 xx j.K > IAD backwards > j.S > 2K 2D > K.ball > 66 xx j.L > IAD backwards > land > throw 2D > HS.ball > 66 xx S.ball > 2D > S.stinger 2D(2) > HS.ball > 66 xx j.K > S.mad struggle 2D(2) > HS.ball > 66 xx j.S > land > 2K X > 5HS mixup setups 5HS > D.dubious > P.ball > warp > IAD > j.S > j.HS 5HS > D.dubious > P.ball > warp > j.S > 2K 5HS > HS.dubious > 66 xx j.HS > IAD > j.S > j.HS 5HS > HS.dubious > 66 xx j.HS > land > 2K 5HS > HS.dubious > 66 xx j.HS > IAD > land > throw 5HS > P.dubious > HS.ball > 2S > IAD > j.HS > land > 2K midscreen throw mixup setups throw > 66 > 6P > 6HS > D.ball > 66 > 6HS > HS.ball > 66 > P.ball > warp > j.S throw > 5S(2) > TK.HS mad struggle > HS.ball > 66 xx j.K > S.mad struggle throw > 5S(2) > TK.HS mad struggle > HS.ball > 66 xx j.S > land > 2K throw > 66 > 6P > 6HS > S.ball > K.ball > 66 xx j.K > IAD > land > throw Obviously there's a crapload more, but those are some of the more common ones I use (and are seen used by jp Venom players). Also, you're right about Venom. His hard part isn't learning his combos or ball formations, it's more of learning how to flow with him. In Accent Core, you will be quickly overwhelmed and punished if you don't have a good sense of timing. Most, if not all, of Venom's moves have a huge amount of recovery, meaning you can't mindlessly spam anything or ball summon when it isn't safe. Learning how to apply pressure, effectively zone, constantly mix setups, and taking every damage opportunity is the true challenge. Also, since I've started playing Venom, my fundamentals and defense have gone way up, because playing a character who has less escape options really helps me learn to keep calm while getting rushed down in the corner and not mash pokes to try and get out. Play smart. @Ky0n01 I play a more Nanashi-style Venom. While I use more setups and ball-mixups than he does, I prefer to be constantly pressuring and going for damage instead of setups. I'd rather not give my opponent the chance to escape or make a comeback, so I value maximizing damage opportunities. I know it's preference, but as Titan says, you can still get strong setups off of good damage combos. Examples would be ending your regular corner combo with 5S > X.dubious instead of 5S > ex.DHM. Even then, you can go for standard high-low mixup and continue cranking guard in the corner. However, against certain types of characters and/or players (usually ones with a DP), I am forced to play the ball game and fight from a set-distance. In those particular matchups, ball setting and the "hybrid" style are of much greater value.
  22. AIM is horrible. I use it basically for the reason you use it, but now that I use meebo all of that is irrelevant. There's inter-regional drama whenever Hellmonkey whips out his Potemkin. That's all I know.
  23. Just a note - VE's 2HS beats out TE's 2HS. Yes, I know it's slow as fuck and you have to do it early, but if you predict his 2HS, throw it out and you'll get a counterhit. And generally TE doesn't have that many ways to get out of pressure unless you leave obvious gaps. I honestly don't think we can win the zoning game, so pin TE down with some balls then dash in for corner pressure and mixup.
  24. WTB more drama in SoCal.
  25. Wow did my words sting so badly that no one wants to post here anymore? Sorry
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