GGXRD-R2/Venom/Resources

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 Venom


Preface

This page is Venom's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Twitter Hashtag

Match Replays

Documents

You can embed links to external documents or User Docs here.

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.


Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Set: 11 frames for ball to appear.

Air set: 9 frames for ball to appear.

QV: 23 frames for the ball to no longer disappear, which is 3 frames after you release the button.

Things I learned with my long set with Doren:

Ending a blockstring with Carcass (without doing a Lv4 move prior) = death by 6HS

Jam can slide under QV hitbox

6HS > S Puffball isn't real, but it's also really tricky for Venom to punish it

If you're both in the air, just block. You don't win up there

If you're in the air and she's on the ground, block/move away, 46PK (Parry + followup) works on any normal

Don't solely rely on 6P, she can easily jump over that

If she clean hits Bao in corner, she can IAD cross up j.H/DP

Wake up DP (uncarded) isn't as strong as others, but it trading still kills momentum

If you're inside her far slash range, you're inside the no-fun-zone

If she's more than half a screen distance away, be prepared for TK Ryuujin/IAD YRC

Versus JamL fS/2S on hit

>>nothing

-Beats IAD jP, react with 6P/airthrow etc

-If you are waiting to react then her options like run up fS/2S are harder to avoid blocking.

-Can block 6H, though Venom's options are expanded here if he wants to try a direct counterplay to it. If he delays backdash then he can make 6H whiff, pre-emptive 6P will counterhit her out of 6H or run up fS, susceptible to whiff punishing by her 2S/2D if she waits for 6P.

-Stinger yrc after fS recovery here will beat 6H, allows venom to react to iad jP during slowdownwith 6P, no real counterplay from jam besides letting you waste meter.

>>QV

-Beats 6H and other run up buttons if done instantly or held a tiny bit, loses if held longer

-Loses to iad if Venom did QV instantly, will beat it if Venom holds QV for a bit

-Loses to charged ryuujin

>>P set 5P 6H buffer:

-Beats IAD jP

-Loses to 6H if in range, beats it otherwise

-Loses to run up fS if too close

-Loses to charged ryuujin

>>(any) Set backdash

-Avoids 6H in all situations, generally gets Venom out of range of run up buttons

-Can beat IAD jP on reaction after backdash with 6P very easily

-Hard to contest run up buttons like fS or 2D but she doesn’t have many ways to enforce her turn off of this reliably from this distance, especially without meter.

>>Stinger (unlikely to have charge)

beats everything from most ranges


On block things are pretty much the same except:

-Venom can’t beat 6H after a blocked fS/2S with 6P or stinger yrc, you can stuff it with 5P but Venom's reward is pretty bad and this loses to IAD.

-At further ranges after fS/2S set can counterplay IAD jP on reaction after backdashing with 6P, but at round start distance this will catch venom backdash.

-Doing set and waiting allows Venom to react to her doing IAD, but will be forced to block 6H or run up buttons, and if you block 6H you have to decide what to do vs her cancel options like puffball.


Setups against Answer's wakeup parry. This does not include setups where you don't inherently beat parry, but you still have a very good chance to IB and throw punish, YRC os and punish on the way down, etc.

1.midscreen pqv dash jump combo k set 5p bh js bh. this one beats parry because after you airdash following the ballhit, answer comes down and lands on the p ball that's behind you, and you get a CH ball starter to combo out of.

2. carefully spaced sp 5p bh. same concept, but unlike the above requires fine tuning to work. must be spaced out pretty well. works consistently for example from corner IAD bnb > sqv > 6p 6H extension.

3. midscreen iad bnb 6h > k ball jk hit. works consistently as long as you hit the k ball ASAP out of a dashing jump. beats counter by causing the k ball to go cleanly underneath the parry and avoid it. midscreen only, cant find a spacing that works for the corner.

4. midscreen throw > charge qv > charge stinger meaty setups beat it cleanly

5. corner pqv kd > dash s stinger lvl 2 meaty > s carcass. beats it by punishing the landing of the counterattack with the carcass, also a gapless string that gives chip and the possibility of mixups using the ricochet ball. the setup obviously has some weaknesses, i.e. tap blitz gives answer a chance to jump out and backdash gives him a few more frames to work with i think, but in both cases he can't punish you directly.

Played Lost Soul in a long set, I learned some things about the MU. First off, if you land a poke (like f.s/2s) and can't get a knockdown just go for qv ender even if it won't combo. Ending with ball set is a free 5H punish. J.D YRC is a problem I didn't know existed, which I was told it was made even better with the 2.1 change. Solid ranges to be at felt either outside of 5H or close enough for cS.

Don't auto pilot ball summon when near full screen, no reason for Elph not to pull out rifle at that range. Always gotta be aware if you hit her with grenade, need to capitalize on that whenever possible. Cluttering the screen is less effective since she can just shoot them away or snipe you for trying.

round start vs Sin is in our favor IMO, mostly because he doesn't have anything especially good to deal with 2S. I think fwd jump into j.D(?) might reach and he can do 5K to make it whiff, but both of those lose to 6P so they're kinda meh IMO. most Sins I've played will either block or backdash and concede round start once you establish 2S, which means you can get spacing for zoning

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