frtpunchsamurai
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And 6P has slow startup as well
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Except for 6P of course, its obviously one of the best anti-air. im trying to say that Venom doesn't have any move like your BBU that can go thru many moves like venom's dubious curve,carcasraid, jam's puffball FB,stunedge etcc..
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But have you seen N-O vs Koichi vids? Koichi has always been crushing his venom (Df2,G323v23) Note that ko1 himself said that the match up against Venom is pretty eassy(7:3) He maybe exaggerating but he's probably saying how easy it was for him. Like Teyah said.. Its natural for good players to compensate on their characters weakness. So thats why N-O concentrated on Venom's main weakness(last place in defensive options and defense modifier) And the result, is a Venom that utilizes all the ball formation(+++defense)
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Indeed, there is no accurate way telling if tiers exist but... Lets say we clone another Ogawa to make them fight. Ogawa A picks Eddie, while Ogawa B picks potemkin(6.5-3.5). And lets assume that Ogawa B maind potemkin for 6 years . So guys, what do you think will happen to Ogawa B if they fight?
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What's frustrating about venom is that he doesn't have any high priority move to counter this move and that. Thus, Venom sux ass without his balls.
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You need to use your balls as your defense for this match up. Like when potemkin jumps at you, you need a ball to support 6P anti-air bec potemkin's anti ground is really powerful not to mention he controls the air game also. So 6P+pball/sball/kball for anti-air
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ORDER-SOL 5.5-4.5 - In Venom's favor. Do's and Dont's: Dont's: 1. Try to avoid risky moves that risks you of getting storm viper(6H,5S, Dubious Curve, or if you're in range of SV, observe). Once Order-Sol get an okizeme he'll be in command. 2. Avoid getting KD Do's: 1.Know thy Order-Sols jump max range. You'll be able to zone order-sol out properly if you know how far he can jump. 2.Pressure him without risking of Storm Viper hit.*2s,2s,2s pressure* 3.Bait their Storm Viper and punish. If they keep on SVing all day, FD break is a good use here. 4.If you're originally an offensive venom I'm not sure how you handle things but its best to be defensive against OS. 5.2D is also good in this match up but its kinda 50/50. if you get him its good. if he gets you, you're dead. Simple Gameplan: Okizeme -> Pressure Okizeme -> Zone corner push -> Pressure Okizeme -> Crossup/Mixup (i prefer crossup to avoid getting SV) Zone -> balls Top 10 Moves: Anti-close up- jH - beats most of OS shit stinger aim H - i find stinger aim H quite useful in this match up(long range) as a faster alternative to 2S/5S. also it zones order-sols ground, thus they'll have to jump a lot and risk of getting 6P'd 2S - (risk of getting Sv, gunblaze) good pressure string. avoid this move in close range im tellin ya (SV can't hit you in max range or near to max range. youll get hit if you're too close though)(risk to Sv, gunblaze) 5S - pins order-sol every time he attempts to jump, thus you gain a free ball summon yay. its safer this i think, or you can just add more stuff on how to summon safer.(risk of getting Sv, gunblaze) carcass raid S - good for pressure/zoning, but i don't usually use this move. when i have the chance, i always use ball seisei. this way, even if order-sol gets in, he'll eat both 6p and the ball. (remember ball = +defense) ball seisei - order-sol is scared of balls, period. Anti-Air- 6P - best anti-air dammit DHM S - good anti-ground and anti-air. (beats order sol jump, bandit revolver,rock it) 5H/2H - counter-hit on air, gives you a free combo okizeme. i find this setup good, but you have to know the max distance of order-sol's jump first. and when the distance is right, you'll be able to zone him perfectly. carcass raid H - corner pressure. zoning midscreen?? (risk of getting hit by force break) Moves that can be backdashd: bandit revolver gunblaze(mid, corner) jH(yes, this is why we see japanese order-sols doing jp,jp,jp,jp) Strategy: Close range: Since we are dealing with this fast fucker, its best to be defensive and wait until you see an opening then punish. Also its not good to use slow moves near order-sol unless its guaranteed to hit. Remember that one okizeme from order-sol can cost you half of your lifebar so be careful to whiff moves. Mashing 6P and 2S alternately won't help you at all. One wrong guess and its combo frenzy for Order-Sol. Also, note that OS's 2D goes thru 2S,5S,6P and its faster than our own 2D. If 2D CH or connects, its combo time for OS. And as for the ball strategy, i leave it up to you. Also try to whiff OS's SV bec it'll be annoying later on if they keep on spam SV. And when they noticed that SV always getting punished theyll be scared to use it again unless you throw out a slow move like 6H/dubious curve. I think SV wont hit an FRCD dubious curve. hmm depends on the timing i guess Zoning Order-sol fight can be frustrating since he's fast so we have to retaliate a lot and evade his close up attempts. We need to 5P a ball either pball or sball to stop order-sol from running or getting close to you(i think he runs faster than chipp). Or you can just wait and surround your ground and air with balls(K,S and H,K) to scare em. Corner Pressure In order to win we need a solid corner pressure (2s, ball seisei S, 2s, ball seisei S). But i usually just summon p ball and punch it all day(corner) when OS is on low health. You can also try N-O's style of whiffing SV(n-o intentionally whiffs the 6H close to order-sol)
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Indeed. Watch how blacksnake owned hellmonkey despite the fact that baiken and especially eddie dominates Venom :D (hellmonkey doesn't have enough VE matchup though) @Deci sorry i don't know why i am disagreeing with you although i really agree to what you said..
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Please don't repeat what you've already said. I know how bad it is when Slayer can't get in just as bad as knowing everything about slayer IB'ing 6K? Come on its not that you're going to lose without 6K? And besides you can use a feint 6k to mess with their timing
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i feel sorry for chipp players though .. i heard that Susumu left you all
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Venom isn't millia in the first place. Gunflame- there's no need to jump over it, bec plain carcass raid beats it Grand Viper- again, carcass raid beats this. 6p Volcanic Viper- K~P ball when hit via 5P will stop you for using random VV. bait with dubious curve FRC if you want, but needs to train them first with plain dubious curv. Good zoning and use of 2-3 ball seisei is enough to do the job.
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Just try playing may,millia and chipp against good competition and you'll see why.
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just FD everything she throws at you since she always got advantage j2k= +8 2p= +4 5p= +3 5k= +1 6p= +2 6H= +5 6h-follow up= -11 2s= +0 5H= +1
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This is somewhat hard to execute, bec you still need to fulfill some things first. 1. Slayer should be near the corner 2. You should be near on the corner of the screen
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you can just throw iad 236k if he always use it.