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Adelheid

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Everything posted by Adelheid

  1. They did give her a lot of new moves and options though. I think it's interesting. They probably thought that including her as is would just have been too much, since... She's really strong in AC+.
  2. Okay I have a great idea for stick art. Anyone's free to use this amazing idea source art is here It won't be high quality since the res is low but I'm pretty sure everyone who sees it will appreciate the thought
  3. This is a really sketchy thing to say, I think. There's a lot of reason to not do Mugen combos even if you have the resources and they'll do the most damage. It's just so burstable.
  4. I'll preregister. Adelheid Redmond, WA Official games entered: UMvC3, SCV
  5. I mean I was being a bit facetious, that's like one application of one setup But at least it has use. If there's a move I'd really want to see a buff to, it'd probably be DHM. S is very sketchy, H is basically a "this will exactly kill them" combo ender, and D is basically just "I want knockdown on a guard bar combo but I don't have meter for Dark Angel" (IMO). Yes there's more to it than that, but, the vast majority of the time...
  6. 2H is cool when used between 2S and stinger aim, pushing you out of the corner just enough so that stinger aim catches a ball set slightly behind you, giving you enough coverage to run in and keep the combo going or get more pressure. That's enough, right?
  7. Gatling's gone.
  8. If it makes you feel any better, it's gonna make teleport combos way, way easier and more reliable, and enabling them to be done later in combos. Making that stuff more friendly will turn it into the thing to do in the corner against any more characters than it's reliable against now, which is a huge buff. Will also enable 6H > ball > 6H stuff to be better, and maybe even work on lighter standing opponents. Ed: trying to work my way through what possible anti-air combos would be, since that's what's most nerfed here. I figure it'll probably involve 6P > Dubious FRC... Wish I was at my apartment so I could go through training mode and figure stuff out.
  9. From the Venom subforum: From this, it can also be extrapolated that since Venom's 6H was reported as faster and given the 2F extra hitstop between 6P and c.S, 6H is most likely 2F faster (and definitely no more than 4F unless the charge time on carcass raid is lessened).
  10. Should be about the same. Gives 2 frames more hitstop, but reports say 6H is noticeably faster.
  11. Oh hey, I guess 6H isn't faster enough to overcome c.S being two levels higher than 6P. Awesome news.
  12. 6HS being faster is... Sad. But in some ways it's also good, since that move's hitbox is sweet and it being faster makes it better as a poke. 6P 6H no longer works. That's sad. But given other changes it seems like combos are going to be different anyways. It seems some damage values have changed, but I don't have any actual confirmation on this. It seems like Venom's going to get harder to play.
  13. Crouching zappa <_<
  14. I'm pretty bummed about lack of frozen balls. Extra bounces + wallbounce on FB carcass is... Cool, sure... But frozen balls were just great. However, cS > 6H is a huge change that will make for much more damaging combos that also yield better setups, so...
  15. Hi there. Probably not many of you know me, and even fewer know me as a Venom player, but GG is my favorite game. Venom is in fact my favorite character in any fighting game. There's a lot of stuff scattered around here that people have asked for help with, like the 6P 6H Carcass Raid right here. Given that AC+ R is coming out, I thought after I get home from vacation, I'd work on a beginner's video tutorial to Venom, going over the basics of ball setups and a few simple things you need to know for combos. I've been wanting to do this for awhile, but the last time I looked here there was actually no posts in a VERY long time so I felt I had no one to consult. Seeing a bit more activity, I'd like to ask if anyone here has any particular idea of what they'd like to see in such a vid. Given when I'd be able to start the vid, it'd probably come out late next month.
  16. I'm just so happy right now. This is
  17. The opponent should generally never try to tech roll out off the corner on you, since rekkas to 22X will put you in just the position for them to not be able to roll through you and there's not really any advantage to trying against Tsubaki in that position. If you suspect they want to try something stupid and want to catch them, though, 5C is good because as you say it's got pretty good proration and it's very fast. Really, though, it shouldn't come up much...
  18. Just reads to me like he's saying to complete the charge and end with a whole stock...
  19. Why would it be irrelevant? Always better to end a combo with more than one charge to have something for the next thing you want to go for.
  20. There is a hitbox viewing tool for BB floating around somewhere. I dunno where though!
  21. They will if we make it special cancellable and make 22A a low.
  22. smh at people who took my 3CC buff comment seriously
  23. Make 3C and 3CC jump cancellable But don't take away fatal counter or bonus proration Only change you need
  24. Twelve days later than it was featured on shoryuken.com, it was featured on... dustloop.com ! http://www.dustloop.com/forums/content.php?342-A-video-guide-to-Tsubaki-s-unblockable-setups
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