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enokrad

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About enokrad

  • Birthday 11/05/1985
  1. Thank you very much, Champion! Specially for the Isa vs. ABEGEN match. That was exactly what I was looking for.
  2. I need some help finding Sol vs Potemkin videos where Sol actually manages to make a good performance (that is, completely opposite from the PC vs FAB or PC vs Satoshi matches at SBO). I'm specifically interested in videos that involve top Potemkin players (FAB, Satoshi, CPO, ABEGEN... you get the idea). Please!
  3. This have to be the most commonly asked question in the Venom forum.
  4. But, if you can get them both (damage and setup), it's way better. Of course, it's a throw combo. The D Dubius will hit the opponent in the air. 5K will hit the opponent OTG while he/she is still in the "sliding" effect. Wath the begining of the last Venom CV for an example.
  5. It didn't work for me. I must be doing something wrong. The main problem with that setup is the damage. Of course, the setups are very important, but you have to remember that every throw you land is an opportunity to do some real damage. In my personal standard, a throw at least must give me a 90+ damage plus a good knockdown. In the combo you posted, the c. S does so little damage and empties the opponent's guard bar so quickly that, after the 3rd hit, you practically aren't inflicting any damage. If you want electric balls without sacrificing so much damage, try something like: (in corner) D Dubius - 5K, 6P, 6H, Warp - land, c. S (1 hit, hits electric ball and opponent), D Dubius, cancel into S Ball Summon - 2S (hits S ball veeeery delayedly), S Dubius, cancel into P Ball Summon You get 2 electric balls, 1 normal ball, around 25% damage on anyone, AND the setup I posted above with all the balls on the screen. The first Dubius may not hit some characters, but if it does, everything else is assured. Hope this help you.
  6. Technically speaking, Dubius Curve doesn't combo after any of the Venom normals that don't cause floating effects (that is, excluding the 3rd hit of c. S on some characters, and 6H). c. S (1-2 hits) and 5H have the same hit and block stun (level 5), and DC doesn't combo after c. S (even on hit). The reason that normally allows you to combo a DC after the 5H is the staggering effect caused by that move. But, on block, since there's no staggering, anyone with a DP-esque move or very fast attack (4-5 frames, like the Potemkin Buster) can hit you before the DC if he is expecting it, so don't become predictable.
  7. First, use a real example for the setup (the one you posted doesn't work on normal conditions). For instance, the one N.O. generally uses is: Throw - dashing 6P, 6H, P/S/D Ball - 6H, Any Ball, Any Ball Now, my recommended formations are: D - S - P You can, for example, hit the P Ball with 5P to pin the opponent, Warp to the D Ball and play a high-low game with j. H - 2D. In case the mixup doesn't work, you still have the S Ball to continue the pressure. S - P/K - D Immediately after summoning the D Ball, you can 2S hitting your opponent and immediately Warp. The D ball will be hit by the delayed effect of the 2S. On hit, you can j. S and combo. On block, you can mix things up like in the example above.
  8. K - S - H - P Formation (as you may know, you can place the first 3 in any order. The last one has to be a P ball). Actually, it looks more like: -----o ---o-- -o---- ----o- P - S - H - K Formation With respect to Slash, all ball formations, except the D one, are completely new.
  9. Try this: 2369D – dash in a little, 6P 6H S Ball – 6H Warp – j. S (hits ball, not opponent) – land, (ball hits opponent) S Dubius – 2S xx Dubius I have done it before, but I don't remember the damage. It's more than 200 on regular characters, if my memory doesn't betray me.
  10. I'm sure about the gatlings. I explicitly stated what needed to be tested in the combo. Sorry for my rare conventions, but here in the Dominican Republic "xx" means "gatlings to". When it's about 50/50 mixups, I prefer the ones that allow hit-detection. For example, in the wanna-be combo I posted before (I still haven't tested it), if your opponent blocks correctly, you can cancel the 6P into a Dubius (the added blockstun of the ball would allow it to combo flawlessly), and that way you would not lose the momentum, or tension. But, in the one you posted, if it's blocked, you simply lose 25% tension, and if Sol or someone with a Dragon Punch blocks it, they'll DP you hard (in counterhit) between the 2D and the S Stinger Aim. I never said that I played only a few times a month. You just assumed it. It's just that I'm involved in a big final project, and until I finish it I promised not to play GGAC. I just can't control myself very well when I have a pad in my hands. But, on regular conditions, I play regularly, and Venom is my only character. I don't know if you are talking about Trippies or me (or both), but, excluding what I explicitly said I needed you guys to test, everything I posted have been tested personally by me many, many times. If what you wrote isn't mean to me, just ignore this.
  11. Well, if you're looking for a 2-ball formation that allows you to hit both balls with the crossup j. S, you won't find one, at least not in AC. But, if you forget a little about the second ball, there are some good options left: 1.- S Ball - D Ball - Warp 2.- S Ball - K Ball - Warp 3.- D Ball - P Ball - Warp 4.- K Ball - H Ball - Warp Those are ordered from worst to best, in my opinion. You can use different ones, depending where you want to land (front or back) and how far your opponent is from you. I personally prefer the K - H one because, after you warp, you have both balls close 2 you, while in the other 3 you leave a ball away. By the way, I would like someone to test this idea for me (since I don't own the game, and won't be playing it in at least a month): if you decide, instead of crossing up or air attacking, to fake the attack, land and do the following 2K xx 6P (hits opponent and both balls) xx 6H xx S Carcass Raid - Dash in, continue ... Is it possible? The two parts prone to failure are the 6P xx 6H one and the 6H xx S Carcass one.
  12. A little question: in Eddie's frame data, the Force Break named Drill Special has a "HA" in its Guard Colum. Shouldn't it be "LA"? Because, if it's like the old Mine Drill, it's a low attack.
  13. I'm here to speak on behalf of Peluking, a Dominican Anji player that has tried, but not achieved, to join this forum. He told me to write the following words: On a personal note, I have a replay of him (using Anji) beating you (using Millia), so I guess that enough proof to show that he's not a scrub, as you said before. Klaige, he's very thankful to you, because you helped him with the double butterfly lockdown in Slash, and he took some ideas from your guide, but, on a personal note, I will say the following things to you (and I'm not evil-intentioned): 1) Stop complaining about characters. If you don't like one, just pick another. He/she isn't going to change because you complain; 2) everyone has the right to choose their playing style, so nobody can be criticized because of that. If someone plays "scrubby", just beat him and give him a reason to improve . Keep up the high-level playing!
  14. I have already tried doing that. The problem is that, if he does one of the ground doors, he can FRC it and 6P me. And, in any case, I'm already without the initiative. On the other hand, if he does the air door, he can hit me. What I have found to be the best till now is the following: After he dissapears, I super jump and, after reaching a good height, I begin to FD. If he does one of the ground doors, I end over his face, and he can only retaliate me if he FRCs it. Otherwise, I hit him with j. S (which has hitbox on the front and on the back), but I have to do it early if I want to hit him before he recovers, and because of that, I cannot combo him most times. If he does the air door, I block it (with the FD) and punish him of the way down. But, a lot of times, after a ground door, he ends outside of j. S range (and he mainly does ground doors). What I want is a reliable way to punish him (and, desirably, get a knockdown). Any suggestions?
  15. I'm a Venom player and I frequently play against a Faust player here. He likes to get his distance from me in order to begin throwing random things and head. When he does so, I begin to fill the screen with balls. The problem is that, when he decides to cut distance quickly while avoiding all the balls, he simply does one of Faust doors. I have a relieable method to dodge the 3 of them, but by doing so I lose the initiative, so what I really want is to punish him hardly, preferably with a knockdown ending, regardless of which door he uses (front, back, or upper one). Does somebody know any way of doing so? Or, simply, I should react to whichever door he uses? I find this last option very difficult (almost impossible) to do. Please help me with this. P.S:By the way, he's really good at FRCing the doors.
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