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SIne

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Everything posted by SIne

  1. http://www.nicovideo.jp/watch/sm27494409 Fino vs a Bedman player (not sure who it is). good matchup insight
  2. http://www.nicovideo.jp/watch/sm27516399 N-O back playing his character again. He miss some conversions but im sure he is just rusty with the character if he continues playing i think he'll be as strong as Fino
  3. http://www.nicovideo.jp/watch/sm26971302 interesting combos , for the first , a cross up variation is possible and I didn't know the third one was possible; it made me laugh
  4. you have to be pretty close to get a c.s not f.s so be sure your dashes (and charges ) are buffered,and you are right in their hit box, if they are carelessly just holding FD , just use that extra time to dash closer. As far as dash under close slash AA you have to be directly under them and have really good timing with it., you cant just press it and hope lol, also it doesnt work if they are doing a deep jump-in meaty or something like that , its mostly a neutral tool, in some situations AAing with j.P, into air combo is a less risky decision
  5. Alternative Midscreen and Corner use of bishop runout and ensuing pressure/set-ups: http://www.nicovideo.jp/watch/sm26824345
  6. Order Sol's i believe
  7. yea, 6k had no invul just relatively fast start up and it hit at an odd angle so using it in AA combos would be weird and finicky i think, but yes you could do cool combos off c.s starter or 2k into c.s (3) standing and fun stuff with BR , lol
  8. yeah i thought people were already doing this, since 5p has less startup but hits the ball slower , use 5k to hit it faster then IAD to keep them on the ground in blockstun, the iad portion is still ofcourse vulnerable to blitz
  9. I like this matchup alot. slayer has to take more risks than he would like to get in and when he does 2s stops alot of his dandy step and mappa pressure and leads to damage with meter. His IAD j.HS pressure can be 2HS'd. and HS stinger yrc gets alot of mileage in this matchup as in alot of other. Slayer has alot of frame traps though so it very important to know when to disrespect his stuff. Air ball set ONLY when you are SURE you have the space to so and not unnecessarily or without yrc (although not worth the meter in some situations) cause man, 6hs CH is never fun
  10. it is done pretty fast but you should first start out at a steady pace. practice doing solo 2D and buffering the dash after the animation ends. Rather than thinking of it like think of it like 2D, 66236p, a dashing hadouken motion
  11. i.imgur.com/vzRtVYv.gifv saw this on zidane's twitter, yooooooo
  12. Dai edit: Referring to https://www.youtube.com/watch?v=7pNebnpO6-A&feature=youtu.be That is quite interesting. i like the mixup options rather than the actual QV loop with bishop runout. Very, very creative though...
  13. http://www.nicovideo.jp/watch/sm25771627 some rather cool options for oki
  14. Yaassssss...
  15. Personally i only do 2D into double head morbid if have meter to rc for corner carry and i need the damage or its going to kill them , I see the Idea being doing it though. But i think against characters and people that like to wake up and jump immediately this is less effective, Also against character that have ways around venoms normal zoning , (chipp, elphelt, ramlethal, eddie etc) P ball, k ball, h ball safejump etc... works better
  16. I thought the original question was asking how to do like 1 hit 5S 5H CR in pressure or whatever. For c.s 2 hits or 3 hits 5HS CR yea the way Dai mentioned is probably the best way. And more than likely with just raw c.S(2) 5HS against a standing opponent you have to prebuffer with a dash or the way i mentioned; it does come out slightly after the 5HS animation has ended. I can't really think of or havent really tried any other ways of that doing 5s or c.s (2) 5hs xx CR against a standing opponent. I wish we could just store charge like the CPU automatically or it would be interesting to have some mechanic where if he does X amount of ball summons hes get a auto-stored charged, lol that would be interesting...
  17. It's the kinda deal as 6P, 6H , CR, if you played venom in accent core, if not, You Input c.s 5hs really quickly and before the Heavy slash comes out, you start charging so you it would looks like c.s ,5.H [3] 8(9) CR S , you basically use heavy slash hit stun to help you buffer the charge. Double tap or triple tapping S helps alot, There is a slight delay before you actually press S though
  18. From a 2D Knockdown: Summon H,Summon P YRC IAD crossup j.S (Ball Hit) teleport j.s (ball hit) I like this cause its ambiguous and looks cool lol but probably not safe against some DPs that have a huge vertical hitbox (like Ky's ) \ Can be done tight enough such that if they try to jump on the first frame they have to block the j.s in the air
  19. Yassss... plz get him lol
  20. Watching all venom vids is the best things to do as well since he is played so little compared to Like Sol, Ky, Millia etc.. but personally tend to integrate Stuff Fino and Heven uses from lockdown oki and pressure causes they have been playing the character longer and Fino is the strongest venom (IMO) so yea he is going to have better setups and stuff, as for US venoms, Blacksnake is the way to go, (even if he refuses to block sometimes, lol) he has been playing the character since forever and plays very different than JP venoms, but his shit is really really legit
  21. Test some doing combos with bishop? like c.S (3) activate then stuff or like combo into iad then do 6h bishop and see if you can combo?
  22. Oh wow, lets hope all these changes stay until the final version Good shit to Karl, Also comboing into bishop seems as if it would prorate alot but who cares! i always wanted to do combos involving bishop runout in the corner, now it actually seems possible so yay for that and CR a ball to get a charged ball seems a little too insane, now people might have to end up blocking forever in the corner instead of like 10 seconds
  23. ah, maybe im misunderstading something but im pretty sure you cant backdash or throw the 5S Dauro or c.S dauro string
  24. Yes!!! its also a great round ender when you dont feel like comitting to anything, it acts like FB stinger aim in the sense of the wall bounce and in the sense that is forces erratic actions from your opponent and forces them to give up their turn cause they have to stop moving and start blocking once you do like carcass raid H or Stinger H (unless its chipp, lol) and the extra bounce has saved me in some pretty tight spots cause the always forget it bounces or they cant predict where it will bounce and hit them,ha . Yep I'd nominate it for most underrated super and i find myself using it more and more midscreen and corner
  25. Since the number of hits change relative to height, it just depends on how fast you input S after you do the motion for the TK. Inputting S at different times causes a different number of hits. For 0 hits (whiff TK mad struggle into throw) the fastest possible TK S has to be done so that you are really low to the ground. A higher number of hits means you have to delay when you input S slightly so that you are higher of the ground.
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