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Eshi

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Everything posted by Eshi

  1. For nico-enabled users: Amane vs Ragna, starts at 6:23 http://www.nicovideo.jp/watch/sm25547653 Amane vs. Nu-13 followed by vs. Jin and vs. Tager, starts at 12:50 http://www.nicovideo.jp/watch/sm25470076 @15:30, the Amane shows a practical example of a midscreen confirm into B Hariken RC 6D. Then @16:04, Amane shows that ending a combo with Hariken B > 6D is an inescapable level 3 setup. This is REALLY good news! Some potential bad news, though. @19:22, Amane goes for TK j2B and gets bounce despite the fact that it looks like the correct height for him to land. Did this get nerfed on hit or something? I don't get it. Also, here's a 3 part series of Arukemi vs. Zero (RC), I'll see what I can dig up. http://www.nicovideo.jp/watch/sm25446936 http://www.nicovideo.jp/watch/sm25447013 http://www.nicovideo.jp/watch/sm25447060 Arukemi vs. Platinum, Tager, Azrael http://www.nicovideo.jp/watch/sm25596496
  2. Carcass Raid pressure works by special canceling from a gatling very quickly & immediately holding down charge after. This gives enough time to do something like close Slash > Carcass Raid S > Carcass Raid S with no gap at all, if you execute it correctly. It's best in corner pressure because they can generally just avoid it midscreen. In the corner it will frame trap mashing; there's only a 6 frame gap between Carcass Raids if you perfectly execute the charge. The best answer is to jump out of the second CR and then escape the corner, which you can read with H CR. H version has much more start-up so it's easier to punish, but if they're forced to block it (not at point blank range) then it's way more plus and extends your pressure even longer.
  3. I somehow missed the corner oki setup of H QV > S set. The positioning allows you to jump back jS to force blocking while avoiding DPs, then you can airdash forward and do jK > jS (jS hits H ball very late) or airdash jS (whiffs while hitting H ball immediately) > land > low attack. My next video will probably be on something more basic, like midscreen K ball oki and what situations to hit the ball with jK vs. with jS. It depends on positioning & height of the knockdown; if you pick the wrong one then the ball will either miss or not hit meaty so they can jump out.
  4. Good question! I tested backdash and the second hit of 2D hits during its recovery 100% of the time, so he can't potemkin buster. It'd be really difficult to confirm on reaction though since the carcass raid charge will likely be wasted. I found an option select to handle it with some labbing; 2D > S Carcass Raid ~ 214X. If the first hit of 2D connects then Carcass Raid happens and 214X input does nothing. If the second hit connects then the Carcass Raid input does nothing and 214X happens, so you can get oki again. Interesting.
  5. I was having fun playing around in training mode and learning more video editing. Here's a teleport setup I thought up using either H ball or K ball, depending on the spacing. Let me know what y'all think! https://www.youtube.com/watch?v=EmT42jrU0Zc
  6. The setup will be a lot stronger if the loctest PQV buff stays in, why it randomly has shit range compared to every other QV I don't know but it limits the number of situations to set it up off of. Rather annoying.
  7. close slash was already a really good anti-air, it's gonna be elphelt tier after these buffs. sick. Does anyone know what "アンケ書く" means? Trying to translate Fino's tweet here: https://twitter.com/fino_077/status/566473561171165185 The first bullet appears to say that the new ball set input (I assume holding a button after 214X) is really slow, sounds like it's bad.
  8. did blacksnake lie to me
  9. How did Dark Angel change? Fino essentially said it's back to the way it was before. Does it raise guard bar again?!
  10. 2D gives the least amount of time for setting plays, 6H is in the middle, QV gives the most (because it gets out a ball already). If you can opt for more than one of them then it's just up to you. Constantly vary your setplay to keep your opponents guessing, Venom gets dramatically stronger with your knowledge of setups. For this specific example, what do you do with your P > K ball setup? You have more frame advantage after P QV and you're probably closer so you have different options than 6H > double set.
  11. Wow that is a great point. We may be able to instantly use Carcass Raid after the double set as well! That's really nice!!
  12. I like this change too, I never got into Venom in AC because he was just too damn hard, more things to aid consistent execution and never miss timing are welcome from me. I hate inputting set too early and messing up my whole setplay strategy. Blitz Shield does not work against any overdrives including Dark Angel, no idea where you read that from.
  13. The Blitz Shield change won't affect Venom's corner oki/pressure that much, but I predict that it will ruin his midscreen oki. Especially if the Blitz Shield is unblockable like how it's unescapable vs. physical attacks. All H ball oki options will lose to high BS except for empty jump throw/low which lose to throw/fuzzy jump. K ball oki just won't work at all. H Ball YRC oki should work at least.
  14. Huh... when you put it that way, that sounds REALLY good for two ball formations to enable oki setups that would normally take too long. I hope that's how it works! This would be fantastic too.
  15. Yeah, I was confused by this too. That's how I interpret it but it sounds a little too good to be true.
  16. Air throw her out is what I meant, but ground throw probably works too. Depends on how high up you are when you instant block it.
  17. Bishop Runout is hilarious & super fun. I use it every other match now with surprisingly good results! This super has 10 frames of start-up and recovers 3 frames after the super flash so it's incredibly safe. It bounces off every wall after it misses so it's very difficult to escape, plus you can teleport on top of it, spam carcass raid/sting raid on it to keep them locked down while stick pool balls on the screen. It behaves fairly erratically though so I have much more success improvising with it than trying to find setups. Most underrated super in the game?
  18. I 100% agree that this is a bad match-up for Venom, but it's still very winnable. Like it's been said already, Venom absolutely can not use his normal ball zoning strategy because Ramlethal will just set a sword to negate all of them while hitting you. She straight up wins at zoning. The best strategy is to keep her at midscreen distance and throw pokes at her because her swords go dormant if she has to block or gets hit. Only summon one ball at a time since your close distance makes it easier to get punished. fS, 6H and jD are good here. Her jH is ridiculously strong air-to-ground but you can throw her out of it by jumping and instant blocking. So basically, play an aggressive midscreen game against her and fish for knockdown. Both characters have amazing okizeme so your goal is to get knockdown first. I'd say that Venom & Ramlethal go about 50/50 with midscreen footsies, but the fact that Ramlethal straight wins from full screen plus has stronger knockdown mixup and that broken Dark Angel upgrade puts the match-up in her favor.
  19. Grapplers are always better at early stages of a game and even better in laggy netcode. High level japanese players universally agree that Potemkin is one of the worst characters in the game. Play a decent player that abuses fuzzy jump offline and you'll understand quickly why Potemkin is bad.
  20. Leo is okay. He has scary pressure but it's mostly frame traps so he's extremely fair compared to other rushdown characters. Faust destroys him. I wouldn't be surprised if Axl does either; Leo has tools to deal with projectile zoning but not pokes, he's too slow and has a very low jump.
  21. I saw a JP Venom use this combo recently, it's definitely a more consistent follow-up for Sol's annoying juggle hurtbox. It's worth adding to the OP.
  22. I've gotten to use it a couple of times in matches and jH has like a 100% success rate the first time, haha. It looks really weird so people don't expect it. I believe that it's possible to cancel into Mad Struggle after the jH ball hit as well so you can still get a decent 50/50 after they've seen it a few times.
  23. Mad Struggle can actually hit 3 times as well, though I haven't seen it hit only once yet. It is really important but I don't actually know how to give execution tips for it, linking after it consistently is tough and only really gets easier with tons of in-match experience with timing it from different heights.
  24. I randomly across some 2.0 tech while researching videos. Apparently Amane can combo into 6D off of A Hariken Rapid Cancel. The combo I found is off of corner 2B but I'm really excited to find out if other routes like this exist! 1.1 setups were fun but not working on players with match-up XP really sucked, I'll definitely take rapid cancel combos other than just cross-up j2B over it. https://www.youtube.com/watch?v=d4gFFXDk4ws&t=5m58s
  25. Best meterless punish is easily close Slash but the follow-up depends on if they're left crouching or standing on the move you're punishing. Luckily this doesn't matter on Leo, who all three hits of close Slash always connect on. You obviously must be close to use it, but it does have super fast start-up.
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