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ajinkris

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Everything posted by ajinkris

  1. Mostly arguing imo.
  2. QFT. Slayer's a shady mofo with all his mappa feint and 6K feint and 5D feint and like 6HS FRC and dash and shit. Shit.
  3. Hey just wondering, does anyone have the full Millia x Zato x Venom story? Wikipedia is enough to quench my curiosity, but not enough for me to eat my fill.
  4. "As originally printed in the May 2008 issue of Tougeki Damashi magazine:" Ask the Japanese.
  5. Ah, I see what you mean now. I just thought it'd be easier to organize things this way so that people won't have to search through the entire thread for fragments of matchup information. I'm expecting much more contribution from our fellow members, so hang tight.
  6. Regarding 2S reaction time... Zaido I know what you're saying. That's why I spend a good chunk of my attention focusing on anti-air opportunities. It is very hard to 2S that j.HS, but definitely possible.
  7. - 5S and 2S are moves used to constantly keep him from advancing. The 6P CH is definitely noteworthy, so if the SL you're playing against utilizes that correctly then a ball cover will be needed. But yes, he has to do the 6P fairly early for the CH to happen, so hopefully the 5Sing doesn't become too predictable. - Maybe I should've clarified, as dodge is probably the wrong word. 2D can be used to preemptively stop a Dandy Step attack. If you do it early enough, 2D will beat out the P-Dandy part. For K-Dandy, proper timing or even dashing up and 2D would work (although I wouldn't recommend it). However, the only time that 2D is definitely going to work is against S followup. Against Pilebunker and Crosswise, you have to make sure the 2D hits fairly early...but then again, if you see either coming it's probably better just to block and punish. Everything else mentioned is pretty spot on, especially about the pressuring part. Just remember that he can still backdash CR if it isn't close enough. Slayer has a tough time with proper ball zoning, so the focus of the match should be on that, anti-airing, and pressure. Trying to beat him out is usually a bad idea anyways. Note: Original post edited, thanks for the input Titan.
  8. Yea. I guess I should've mentioned that. It's a tactic to secure your already safe position.
  9. Extracted from the original matchup forum. Add more please!
  10. Strats against Pot. Extracted from original matchup thread, please add more! - Try to utilize TK Ball Sesei to counter Slidehead.
  11. Extracted from the old matchup thread. Thanks and credits to ky0n01.
  12. Thanks Hellmonkey! You're the best!
  13. 2S is pretty good for stuffing jump-ins, you just have to be real keen on watching for them. If you let him in: block and FD? WATCH FOR THE TICK THROWS. If I remember correctly, 2H works pretty well against him as well. You should wait for Zaido's reply on this, since he plays against a HoS all the time. (And imho, Slayer is the cheap bastard in the matchup...HoS is just annoying)
  14. Disclaimer: This is by no means the complete, end-all guide for this matchup. Please feel free to chime in or correct me on anything. I will add and edit this post to accommodate your comments. SLAYER The matchup is, supposedly, in Slayer's favor. After watching tons of videos and playing the matchup a lot, I'd have to say that it's closer to even (but still slightly in Slayer's favor, just because one mistake by you is pretty bad). I'll go ahead and bullet point things you should take note of: - To win this matchup, you must maximize both modes of VE (zoning and pressure) and make as few mistakes as possible. Two mistakes coupled with improper blocking spells an easy death against SL. Understand that VE has all of the tools to keep him out, but you have to be constantly mindful of his meter and spacing - a BBU or CH DoT will destroy you. - 5S(f) and 2S are tools to keep Slayer from constantly advancing. A Slash coupled with a ball in front of it will work wonders. Note that 5S can be punished by SL's 6P and 2S can be punished by SL's 2HS. - 2D can be used to stop close Dandy Steps. The 2D will usually hit Slayer before his follow-up occurs. I wouldn't recommend 2Ding against K-Dandy, since the chances of you hitting the Dandy before the followup are slim. However, if they do K-Dandy and use Pilebunker or Crosswise instead of the S followup, block and punish. S follow can still be punished with 2D from any range. - j.HS is a tricky one to deal with. If you time your anti-airs early enough, they'll work...but most of the time you'll get straight beat out. 6P and 6HS are your main options, however, when in doubt: block. Keep your eyes peeled for 6P and 5S© opportunities because SL will definitely be airborne after you annoy him enough with ball zoning. - A way to deal with jump-happy SLs is to use the (somewhat impractical) FB CR -> 66 -> K-ball. This creates a ball at the perfect spot to stop jump-ins. Continue zoning with lower balls (such as P and S). - Staying in the air is fairly unsafe. His anti-air package is ridiculous: 5P, 2S, 6HS, 6P, Dandy K, and BDC j.P makes sure he has almost every angle covered. - Try to use formations that cover both high and low. Examples: (HS, K), (K, P), (K, S -> 2P). Once he's out he should have a pretty difficult time getting in. - SL can escape CR pressure by back dashing / forward dashing. - Dubious Curve can be punished by Dandy Step and BBU. - Beware of Mappa Punch, that shit will go full screen every time. With this in mind, never freely ball summon. - Once again, I need to stress the importance of watching his meter. If you get too careless, he will punish you to hell with either BBU or DoT. That's it for now, will add more / organize later.
  15. TITAN I LOVE YOU. Thanks for the sub-forum, we will make good use of it. I didn't know that 2HS beat out firekick, that'll come in handy (although most of the time it is the goofy cross-up one >.<).
  16. Dont listen to anything that Zaido says. His slayer is super low tier. I mean wtf, he drops like all of his Hase combos. As for linking, I hate to say it but it's all practice! If you still can't do them after practice, that just means you haven't done them enough to get the feel for the timing. (I think this is like the 100th time someone has asked about links, sorry if I'm coming off as an ass)
  17. Hey Titan, I can't believe I missed this part. (Sorry for double post btw) But could we get a matchup sub-forum? I'll consolidate all the information on various matchups and post them all under character-specific threads. All we need is the sub-forum! <3
  18. Hm now that I think about it, 2S and 5S are really good against her. I think I'm mostly just getting hit cause I get impatient during her ground strings, or I jump around too much and get hit by puffball spam. I don't know if I can snuff her with 2K, cause I remember trying to poke her out of her strings and I kept getting counter-hit...probably just bad FDing on my part though; I'm still working on my anti-pressure abilities.
  19. I thought the guide was fairly well done. Likewise I haven't played the matchup enough to give you a thorough rundown. Most of what I know comes from watching videos, and that includes lots of single ball summons, 5S into Warp or 2D, always combo into CR loop or FB DHM, and use cross-up okis to mess up their counter inputs (I think you pretty much covered all of that). 5S -> block messes up Ouren pretty bad and Stinger cancel -> throw or HS Stinger FRC -> dash -> throw both work well. Really though, 2D is god in the matchup since it virtually dodges everything. You'll see lots of VE's purposely cancel into 2D to cover up moves with recovery and dodge counters. Warp is your best friend for crossups and dodging counters as well. The only thing I would argue, looking back at that post, is that she does not have low damage output :P We all noticed it bro, and thanks a lot for putting it up. We just need more people asking questions! (but if they don't have any then whatever) Does anyone know any secrets to fighting Jam? It's not impossible, but it feels like I get out-prioritized all the time. She also closes distance a lot faster than I'm comfortable with. So, the only time where I actually win is if I score a knockdown and put her on the defensive, or score a 6HS counter-hit and zone the crap out of her from full screen. Suggestions?
  20. I second this. People just need to speak up and stop being lurkers. If you have a question, shout it out. If you have a suggestion, go for it. In the end, just use whatever works for you, but it's always nice to have all of our options laid out on the table so we can all pick and choose what we want to integrate into our Venom's playstyles.
  21. Wtf are you talking about. Fuujin spam is so fucking cheap. And yes, he is a fagget and so are you. <3
  22. Yen come to Matt's tomorrow~! (or today, rather)
  23. didn't know where else to put, but here are the edited versions. let me know! edit: Oh yea, AI was pretty hype today. Two scrubs came in and played me for like 30 minutes then left. I proceeded to beat the shit out of the computer before Bryan, Urzakor, and Eddie showed up. Then we got some bomb food. The end.
  24. Uh, me third LOL
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