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Everything posted by Eshi
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I can't get it to work on Millia, the positioning is so close after throw that the ball keeps hitting instantly. I do get the feeling that the combo part works on everybody but greatly depends on spacing due to differing widths of horizontal hurtboxes.
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I'm doing some experimenting with corner throw combo, optimized for damage + oki + practicality. Here's what I've got: Throw > 5H > K QV > 5K > 6P > 6H (Millia, Faust, Potemkin, Slayer, Axl, Bedman) [iAD doesn't work or very hard] Throw > 5H > S QV > 5P > IAD jSHD > dash jKSHD > 6H (Leo, Venom, Eddie) Throw > 5H > S QV > 5P > IAD jSHD > dash jKSHD > 6H > any QV (Chipp, May, Ky, Sol, Sin) Throw > 5H > S QV > 5P > IAD jSHD > 6H > S QV > 6P > 6H (Elphelt, I-No, Ramlethal) [highest damage]
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I just found a cool Fino setup off of corner QV: https://www.youtube.com/watch?v=F3brC2hUle4&t=00h05m06s Basically, end any corner juggle with 6H > K QV > P ball > 5P > dash jK. This sets up a 50/50 with mad struggle or low and it's a true block string so can't be escaped.
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There are lots of different potential combos after midscreen throw and some are much easier to execute on certain characters than others. It's definitely worth it to go through each character and make note of which combo is most reliable for oneself. As for having to delay the IAD, are you practicing your combos on Sol? He has a very high juggle hurtbox so the air dash timing is different on him compared to every other character.
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I recently decided to test out characters' different wake-up timings with certain ball setups. I'll try to make a longer video to demonstrate it soon but, the moral of the story is to learn them all. Things like the safe jump setup don't work correctly on Chipp when it's done too quickly because he has the slowest face-up wakeup in the game and the jH misses. On the other hand, Venom has the fastest face-up wakeup and that allows him to jump out of some of his own setups.
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ROFL, I just tested it out and it's true. As long as Venom has 25-47 meter, you can just spam fS > P+K+S all you want. If the opponent does anything to make it miss then you get YRC and counter whatever they did. Just for fun, you can also do fS > 214P+K+S and you'll summon P ball on block/hit. YRC is hella broken.
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They get way stronger as well, but in terms of character's power without YRC vs. with it, I definitely stand by my statement. Venom was contender for worst in the game at first & I think understanding YRC changed it. Also, I think Fino spams fS YRC because he can YRC out of its early active frames as long as he has less than 50 meter. If the opponent blocks the fS, nothing happens. If the fS whiffs for some reason (EG: they IAD over it), he gets YRC and reacts accordingly (EG: air throw).
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YRC on normals after they hit a pool pall is my favorite use. Venom gets the most advantage from YRC's existence out of the cast, IMO.
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Well, for one other example, Faust's juggle hurtbox is also really fat but it's also a lot higher than other characters. 2D > S carcass raid > 5H combos on every character except for him (afaik) for that reason. Elph might be the same case?
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I haven't tried on Bedman yet because no one plays him, rofl. The only character I have experience playing with & have problems on is Chipp. For some reason he falls too quickly and jD keeps hitting OTG, really annoying.
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I'm new to Venom so I'm learning ball formation stuff in order, starting with 50/50 knockdown situations. I have no video editing software & only a smart phone for recording so I have to selectively upload stuff. When my capture card arrives in the mail tomorrow, I can go much more in-depth with the setups! Especially his YRC shenanigans. I only just learned this past Sunday how to properly execute [2] > 5S > carcass raid and 5P/S > 5H > carcass raid, so I haven't yet experimented with it. Your videos are very nice, I love the zoning formations and teleport setups. Where are you from/what's your gamertag? You definitely don't come across as a new Venom player.
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I never learned what happens when a projectile gets blitz shielded. I believe it won't reject you & the opponent will gain brief full invincibility, but as long as you don't whiff a huge recovery move then you will still be at advantage.
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It is not possible to instant airdash too low. If you are not air dashing at the earliest possible moment then you're not instant airdashing, you're regular airdashing. You're either executing the IAD too late after Carcass Raid (jH whiffs on Sol) or you're inputting the air gatling too slowly (jD doesn't come out). If you never use IAD jSHD then you lose half of your damage on close midscreen confirms.
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Are you sure that you're inputting VV on the earliest frame possible, and are you using H version? It has 5 frames of start-up and jD has 5 frames of landing recovery, the math does not add up. Unless you land before Sol has finished standing up? In which case you can get thrown.
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I feel that this is strictly worse than using jS. jD has 5F landing recovery, it's literally not possible that it safejumps VV. jD delayed ball hit doesn't actually gain anything different from jS ball hit > slightly delayed pressure. jS YRC is also much better since it forces the opponent to block pool ball immediately so they can't DP after the YRC flash, there's no point in delaying the pool ball hit with jD YRC.
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The midscreen ground throw > dash 2H > carcass raid > IAD jSHD > 6H combo is already universal and optimized and not even that hard. The only reason to ever do anything else is 1) if the additional jKSHD works on the character, 2) you're baiting a burst (ground throw > 4PP > 6H), 3) you're too close to the corner for the air portion to work (dash 2H > carcass raid > 6H). Most of Venom's combos use the jump portion in some way so it's pointless to avoid learning it. You are correct! It's very important to connect the ground portion as early as possible to ensure that cS hits all 2/3 times. With setups like H Ball > jS whiff > 2K/2D, the ball and low hit at exactly the same time and the opponent will not get pushed back at all. It's pretty interesting.
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I made some more videos! I ordered an avermedia LGP finally so I should have much longer & higher quality videos in the future. Here's a demo of H ball oki with jH safejump, jS whiff into 2D, and a bonus fuzzy guard I found in a Fino match. https://www.youtube.com/watch?v=-xXxycJQOKI Here's more options with P > K ball setup in the corner, this time demoing setplay pressure instead of 50/50s. https://www.youtube.com/watch?v=TkIESvZoybI
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For visual reference, here's an example of the cross-up setup. I'll try to make recordings for other tricky setups too! https://www.youtube.com/watch?v=FN5MbNxLu4Q Demonstration of corner P > K ball formation: https://www.youtube.com/watch?v=vz3sWeB8TJ0 of corner P > HS ball YRC formation: https://www.youtube.com/watch?v=jKFJsUT2Tyg
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1) Yes, K QV is the combo ender for this setup. 2) I'm not sure, the problem I had was that all my jumping normals missed the P ball while falling or hit the ball at an angle the opponent didn't have to block. I learned the setup from taking notes on Fino matches last night & he always used jD. jD YRC makes it much stronger of course! 3) I think without hitting the ball, the opponent can just stand block and mash H to throw Venom out of landing. I haven't tried it though. I'll play around with jH tonight too!
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My Venom play thus far primarily focuses on setplay formations. I'll add my notes here since this thread seems to cover formations in all of its uses. H Ball After midscreen knockdown, H ball into dash buffer jump gives the perfect timing for a safe jump. If you press jS just before the attack can hit the opponent, it will instead hit H ball and keep the opponent in block stun so you can safely go low without getting thrown. For 25 meter, you can do jS YRC to both force the opponent to block and go for IAD high or landing low for an unreactable 50/50. If you lay H ball on a cornered opponent then you can instead do IAD jK. It stays active so long that it hits H ball while descending, forcing another 50/50 with delayed j236S or land > 2K/D. IAD jK will whiff on low crouch characters like Faust however. P > K Ball 5K the P ball to force blocking and dash jS the K ball for safe & guaranteed pressure. Can fit in a second jS before landing if timed correctly, then land and 2K/D for a low or jump cancel j236C for a high. On characters without a DP, you can safely dash jK the K ball without touching P ball so it can be used later for pressure. 42136K > P Ball > 5P > H Ball > dash fS > teleport This is a very sneaky crouch combo ender! 5P hits the P ball but misses K ball, then H ball moves K ball behind the opponent. The dash fS hits H ball so that both connect from the front, while teleport goes behind the opponent for a cross-up. Air P ball I want to throw this in because it confused me for a while how to confirm jH knockdown into oki, which is especially important off of anti-air 6P. Do 6P > cS (1 hit) > jH > air P ball > falling jD. This will launch the P ball at the opponent just before you land to give you an opportunity for pressure. For guaranteed oki, you can YRC the jD and air dash.
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S > P ball is a pretty good formation for corner pressure. If you walk forward slightly and press 5P, it will hit both balls at the same time in a straight line.
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Initial impressions of Celica are really bad, like multiple top players putting her in bottom tier bad. Considerably worse than Tsubaki for sure.
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On the very slight chance that anyone still frequents this board: does anyone have any idea whatsoever what to do against Anji? I played some matches with Zidane in June and I got obliterated, felt like nothing worked at all. Guard points kept screwing up my footsies, can't do superjump oki at all because 6K+HS OS beats everything, no options against butterfly oki... I do not understand how I'm supposed to approach this match-up at all.
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I just registered yesterday, I look forward to bodying everyone in every game. Well, maybe not in P4U... also, UNIEL is not an official tournament? It had the most entrants of any anime game at TFC, it's still got a lot of interest!
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He would've had competition if I had beaten pacstrife. I have to hold that forever, our matches would've been excellent. I knocked Blake into losers but we played a lot of casuals and he adapted really well. Next time I guess!