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tataki

+R ball formation talk

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http://www.dustloop.com/wiki/index.php?title=Venom_%28GGACR%29#Ball_Formations

Now that we have 4 more formations, for overall 9, which 1-2-3 ball formations of AC should still be used and which ones can be replaced with better ones using the oldschool returning ~D options?

The other threads seem to be out dated so I'll also post stuff about AC formations.

1 ball setups

The P~D ball looks interesting because its height is between P and S. It's high enough to be hit with a 5P instead of 2P (which means you go back to neutral 2 frames faster) but also low enough to still hit stuff like Ky/Robo slides. While you can just hit the S ball early to get the same height, the P~D ball's key position is stationary, allowing you to enjoy it even after you wait.

TL;DR P~D can replace S ball for space control in some matchups.

2 ball setups

P->K: Saw it being used against Ky. Rising j.P then airdash seems to cover 2 good angles and make the airdash much safer against both air to airs and grounded anti-airs.

P->K~D: Fino's favorite anti-Eddie setup. He used it with rising/landing j.P/j.H. Jumping backwards with a rising j.H seemed like a good defensive maneuver. Both could not be returned back to Venom by Eddie's 214S. When Eddie was playing defensive, Venom put the formation, moved forward a bit and then hit the ball with 5P and summoned another ball quickly, creating 3 moving balls that covered the whole screen. You can also hit the lower ball with a 5P without moving forward, and then start summoning more balls (usually another P ball) and that causes the upper ball to collide with the active P ball while you are busy summoning. You can either 5P the P ball and cover the deadzone in the middle of the screen or do the whole setup again.

Some more interesting tidbits about this setup: 5P hits the lower ball but 5S whiffs under it. Also hitting it with a 2H sends one ball straight and one ball upwards at a higher angle than you usually get with a 2H.

[2]8D->H ball: This literally creates a wall for a short period of time, allowing you to probably build a big multi-ball setup.

K ball(or is it K~D? I need to check)->[2]8H: Sends one of the balls backwards so it covers the sky right above you really well.

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I really like raw S~D for its spawn location after dubious. It's great for teleport followup to dubious to hit stuff meaty with a falling j.K to launch it on a far dubious midscreen (j.P vs ABA).

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I really like raw S~D for its spawn location after dubious. It's great for teleport followup to dubious to hit stuff meaty with a falling j.K to launch it on a far dubious midscreen (j.P vs ABA).

I know it's used in DC FRC combos but I didn't think about using it in DC~teleport hmm...

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was able to find the 3 ball setup i saw in some vids early in +r, im not sure if its the same one but similar concept - P ball, K~D ball, dash 5P, then P ball. the 3rd ball will immediately be hit upon summoning it, giving you 3 balls faster than you would normally be able to. the 3rd ball can also be other ones as well, I know D works. i dont have the game yet so i cant go in depth yet but hopefully someone can figure out some other stuff like this, maybe a 2 ball setup

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was able to find the 3 ball setup i saw in some vids early in +r, im not sure if its the same one but similar concept - P ball, K~D ball, dash 5P, then P ball. the 3rd ball will immediately be hit upon summoning it, giving you 3 balls faster than you would normally be able to. the 3rd ball can also be other ones as well, I know D works. i dont have the game yet so i cant go in depth yet but hopefully someone can figure out some other stuff like this, maybe a 2 ball setup

Read the opening post as I mentioned it there already. :P

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