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Everything posted by Redefinition
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I really hope that this is the way the change goes about. You hit 214P~K and get Pball in the K position. Could be super, super strong, especially with some of the ball positions in the S formation. Bishop Runout already lasts a rather long time. I'm honestly not too concerned about the duration being cut in half, as I only find it SUPER useful for the first two or three hits anyway, but that's just me. That Blitz Shield change straight up blows. Would like to have them make people unable to Blitz on wakeup, like AC/+R slashback. Otherwise we're in some serious trouble, I think. Overall, aside from the blitz shield change, I like our character changes. Opens up some new combo options and stronger zoning, I think.
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Gonna spend a long while fighting my semi-local Chipp player tomorrow afternoon and evening. Hopefully I'll come back with some helpful tips.
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the 236H through a gate doesn't go quite full screen, which is what I meant. Almost, but not quite.
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Yeah, typically I just blitz shield it, but there had to be a better option than that I thought. Or at least a less risky one. Thanks for the advice re: 2S. Will try that out.
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Ah, you're right. It's -5. It felt like jab/2k was losing to whatever came after it but maybe it was just good spacing rather than the move actually being hard to deal with.
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So, having an embarrassing amount of trouble dealing with bandit revolver pressure. Outside of blitz shield, what are the most effective ways of getting out? Just FD the normal before revolver/bringer and 6H or something? EDIT: Should mention, was trying to 6P bringer and revolver and lose about 80% of times. Wasn't having too much success with 2D to beat Bringer or Revolver either. Does it need to be done early or late in the move's animation?
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Specifically, PBall f.S is really good for baiting guard points.
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Max distance as in full screen? I don't believe charged stun edge hits that far (does it? I honestly can't remember), but regardless, if he puts out a gate, it's just a matter of being wary about it and not throwing out anything dumb before he does stun edge. Jump ball set is a good answer to this. If he jumps at you instead because you're scared to throw out projectiles, react and AA/ball set. If he throws out the stun edge, block and ball set/stinger/carcass. The more gates he puts out in order to hit you with max screen stun edges, the more balls you can set up to cover your approach if he's just playing keep away.
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Absolutely killer. Nice work.
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Do you have to IB the 2H first in order to 6P the 6H? I feel like I had tried something like this when I fought my local Axl, but maybe I was just messing something up. I wonder if you can 6P the 6H if he does 5H > 6H...
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This is your best option imo, jump forward then hold back. On reaction, you ought to get an IB instead of a normal block. If you're predicting the burst then idk. should leave you enough time to punish after, though.
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Yeah for sure. You only want to QV stun edge if he's sitting on 0 meter and trying to zone you (for whatever reason). But it does work if you want to throw it out there.
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Axl's DP is less of an annoyance than I originally thought. I used to get way, way more annoyed by his 623P counter than I do by his current DP. Do note that it eats our pool balls. If you time it properly, though, you can safely land in front of him after K ball oki. If he blocks, he blocks the pool ball. If he DPs, it just eats the ball and you're free to punish. Other than the new DP in exchange for the counter, the matchup has changed in the fact that Axl's pressure game is not very good now. Whereas before, he could jack the guard bar just as hard as Venom could with Rensen FRC, the loss of being able to only spend 25% meter on that hurts him way, WAY more than it hurts us. Otherwise, the neutral game remains largely the same. Don't ever ever jump vs. Axl without ball coverage, try to keep balls in play as much as possible, etc. A note: WATCH OUT FOR THAT STANCE THING WHEN YOU'RE SUMMONING BALLS. It wasn't ever a problem when I was fighting, but it most definitely could be if you're careless with the way you summon. I would say this matchup might even be MORE in favor of us than it has been in the past. Need more play time to definitively tell. EDIT: Figured I'd add some specific things about his pressure. If you can learn to instant block his strings, the only things you really need to watch out for are Rashousen and 6H. If he does Rashou, he'll LIKELY RC it and try to anti-air you, so be sure you are FDing once you jump. With 6H, I wasn't able to do this tonight because I'm a scrub ( ) but in previous iterations of GG, you could usually jump IB his 6H, and throw afterwards. You may have to IB the normal before 6H depending on what it is, but I have a feeling that this still works, and is a GREAT tool for escaping his pressure, since 6H is one of his go-to moves he likes to end block strings with (it pushes him towards the opponent and is +1 against ground normal block).
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Just played against local Ky tonight, gonna put my opinions up here. We beat Ky at neutral. Our f.S ever so slightly outpokes his, we can put more projectiles on the screen at once, and QV will absorb normal stun edges if they're thrown out at random. Most of the time, Ky wants to come to us. His pressure game is a little more annoying than I thought tbh, since he has the new lightning gates, and our ways of getting out of pressure kind of blow, but dead angle is your friend, and his pressure isn't really all THAT great. After f.S I would probably not bother with a stinger unless you hit with it. On block, it's safer to summon a ball. Ky j.H is actually really hard to anti-air, and if he's pretty deep/close to you when hitting you with it, you're probably just better straight up blocking. 2H > carcass is better than 6P at a longer range j.H, and leads into a nice combo. I'm generally in agreement of this matchup being in our favor, but definitely not as hard as 6.5-3.5. Maybe like 5.5-4.5. Ky does damage once he's in, but we can keep him away pretty well, and he doesn't pressure all that well.
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Probably two things you should be looking at. One is this article, and the other is this thread, or at least the first few posts. A lot of the information in the second link will be outdated come +R, but since it's not out on consoles yet, it's still relevant.
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Combo at 2:30 is valid though, and it's more or less the same. Maybe it's Faust specific, but I imagine if he hit the ball vs. Pot it would be valid just because of their similarly enormous hitbox. I dunno. We'll have to see when we can practice ourselves.
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Hah, yeah, I remember being super impressed at 6:08. Scary, scary shit. re: 15:53 I think that if he delayed the j.K just a moment, that would have comboed. Pot has a really fucking tall/fat sliding hitbox, so doing it too early made him hit Pot before the ball. Also, I'm wondering just how high Venom can be for that all to combo. I highly doubt that there's no maximum height to the air throw FRC combo, but it DOES seem like you can be REALLY high up there for it.
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20-ish minutes of Fino's Venom. Two mirror matches here, both vs. HEVEN at 4:56 and 16:52 Combo at 2:30 vs. Faust looks stylish as fuck. 2K > c.S(3) > 6K xx Pball > dash j.K > j.S > j.H > j.D (Hits ball) > 6K xx Hball > dash f.S xx Sdub xx warp > j.K xx H MS
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a wild HEVEN emerges at 4:24 Seems like standard fare Venom play, tbh, not that that's a bad thing.
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I'm pretty sure there were quite a few things that changed from loketest 2 to release, and I'm pretty sure that loketest 2 was the last to release notes on what changed. Once we get our hands on the game we can figure out all the changes not mentioned there. But, yeah, it seems to knockdown from much higher up than it does in AC now.
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Man that Venom really likes hitting buttons on wakeup, damn.
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This is a lot more like I want (compared to the first one you put up), but it's actually the wrong move. #R 6P is he kind of shoves his elbow forward and up. Thank you, though! Looks good, otherwise. If you have time to change it to that move then great, but if not it's cool.
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No idea what the waiting list is... But I'd like to see Eddie flying at Venom with his j.S and Venom using his #R/AC+R 6P to swat him off screen, with "nope" flashing on screen as he does it, as a gif. Hopefully this is alright.
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1:38 (corner) Throw, c.S(1), 6K, carcass, c.S(1), 6K, S ball, c.S(2), 6K, dbc. 14:02 Throw c.S(1), H ball, c.S(1), 6K, dbc into ball summon for a nice three-ball set. Not sure how much of that first combo works without the burst, but if that combos that looks like it'll be our BnB in the corner. Nothing else super interesting to note in the recent vids, in terms of combos. Also that fucking clip with FB carcass, lol. EDIT: 1:08 (corner) FB MS, c.S(1), 6K, carcass, dash, j.K, j.S, j.H, j.D, land c.S(1), j.S, j.H does about 40-50% on Dizzy with a very moderate amount of guard bar. 3:08 proof that throw, dash c.S(1), 6K, carcass works midscreen. 7:26 DBC loop still works On a different note, the Venom player in this video looks really, really good. Anyone have any idea who that might be? 3:55 6K can combo off of c.S(3) [into carcass, etc.] (What's with Sol in this video having George's voice?) (By the way, if the length of this post is a little unwieldy, I can always just make it so that the vids are links instead of embedded.)