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View Full Version : Accent Core Venom Video Discussion Thread



Ryujin
01-25-2008, 08:23 AM
I thought I would make a Accent Core Venom Video Discussion Thread. Feel free to post and discuss any match vids. Post your match vids! This thread can work as Member Video feedback thread as well.


I guess Ill go first...lol

Orlando Casuals

Thanksgiving Bash: 11/22/07

1.Mak0infused (Sol) vs. Ryujin (Venom) (http://www.youtube.com/watch?v=Ut7umeXilu0)


New Years Day: 1/01/08
1..Relentless (Ky) vs. Ryujin (Venom) (http://www.youtube.com/watch?v=XAT7BzjMIeo)
2.Ryujin (Venom) vs. Mike (Slayer)
(http://www.youtube.com/watch?v=9aStCudJLiw)
3.Mike(Slayer) vs. Ryujin(Venom) (http://www.youtube.com/watch?v=ejje-bPIzMY)
4..Senkei33 (Faust) vs. Ryujin (Venom) (http://www.youtube.com/watch?v=f7I5ZMn6-vI)

Feedback would be greatly appreciated.

Tigerofthewind
01-27-2008, 06:19 AM
You gotta capitalized on those big combo chances. That one match against Slayer, you could've won that shit after you did FB Madstruggle if you only did the CR loop. Also, on throws, usually you can do two reps for 6P>6HS to squeeze out some damage especially when the guard is up. That can be a difference of up to 50-100dmg.

Usually it's not good to ball summon in the middle of a blockstring. Dubious Curve would be a better choice. It's still pretty punishable but I still think it's a better option than just ball summon. Or you can Stinger or Carcass. Carcass will usually keep you safe from BBU. Pilepunker you gotta watch out for when CR, but the slayer has to really be on his game to punish you with that. The most Slayer can punish you with on CR in a blockstring is 2HS, even then it's a trade and he only gets a knockdown.

Also, you gotta stop HS Madstruggle as it leaves you at a disadvantage on block. At least with S madstruggle you still have to possibility of continuing pressure.

I also don't get why you just summon one ball and wait, instead of either summoning 2 or hitting it early so that the ball is right on top of them when they wake up making it harder to wake up super or something.

Useful throw combos in the corner. 6P>6HS>P ball or S ball>6P>6HS>Dubious Curve or S ball>S>Dubious Curve or Double Head Morvid. It's usually more reliable than the throw combo you're doing now with the D ball with 136 at 0 guard but with a little gaurd it can do anywhere from 150-200.

Ryujin
01-28-2008, 10:42 AM
Its funny cuz 6P>6HS>P ball or S ball>6P>6HS>Dubious Curve or S ball>S>Dubious Curve or Double Head Morvid was my staple from day one of AC. Wanted something more flashy, plus i cant Cr loop yet. I dont know why but ky (and i think faust( can tech after 6p if i go for a throw 6p6h i dont know why. Maybe im too close or something in the corner. That combo i do in the corner with the throw isnt that bad, it can still nets some damage with KD.


Yeah I know Hs Ms isnt good, but that flip kick helps sometimes.

I was summon one ball cuz i was tryin gto get the dbl cross up down. Its been a bad habit for me. what formation would u suggest after KD?

I have better pressure but ive been focusing on learning ball formations as of late. Im learning the ertai lockdown so i can make my pressure game much better.

Tigerofthewind
01-28-2008, 07:17 PM
Most likely the reason you're not hitting Ky or other characters is that either you're dashing in too close before doing 6P or you're doing 6P too early. I noticed a few times that you did it too early and they wallbounced. It's different for different characters because of weight class and hitboxes as well as position of the throw. Things that may work at midscreen may not work in the corner and vice versa. May and Baiken are tough to get any real good damage off a throw since they have small hitboxes. I've practiced with a lot of characters and found that the one I said is the most consistent with some variations among characters. Other ones like the CR loop aren't that great but good in certain situations like midscreen and you want to get them to the corner.

Also, your throw combos at midscreen. I saw you do sometimes 6P>6HS>ball summon>6HS>DHM. I'd personally reccomend just ball summoning. You'll get a knockdown as well as 2-3 balls out.

Some useful formations are S>P>K where you can jump or dash jump after. The balls will shield you while you can airdash in or just jump in or depending on the position of the balls you can warp. if you summoned S ball first either your warp right over top of them or behind them for a crossup. It's trickier to do the crossup since you have to Sb>Pb> dash in a little>Kb>teleport.

D>HS> dash in a little>P is also another common one used for crossups.

I'll probably add these and other formations to the formation tactics thread later.

ky0n01
05-07-2008, 02:56 PM
chess...

vercengetorix
05-08-2008, 12:11 AM
Well, if characters are in the corner and you use the 6p6h combo too early, the 6h will miss. The best way to make it happen is to delay the 6p input a bit. A good way to practice is to fight against ky and try hitting him with a close 5s for 3 hits and then 6p6h. you'll notice that unless you delay the 6p, Ky can tech out. It's the same thing that happens during the third repetition of the CR loop (6p, 6h, CR) interestingly enough.

As far as KD sets, I suppose it depends mostly on where they are. The best I can think of is K, dashjump, K the ball--at this point, you're going over the person's head--and then do the appropriate options (airdash back to hit high, hit low, pause to throw).

If that gets repetitive, you can always time the dash jump so the j.k hits the guy as he's waking up, then j.s (which causes a sweet fuzzy guard situation) and then the ball hits medium-to-late. Or you can j.h the ball and it comes out super-fast and you can make it miss and set up for the throw when you land.