GGACR/I-No/Matchup/Venom

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The General Gameplan

Venom is probably the hardest to battle from anywhere outside of our 2K range to about 2/3 screen. If you get close you'll be in a better position to punish his actions and get substantial reward for it. However, getting in on Venom is tricky, and if you're at the wrong range you wont be able to react to his moves with consistency. I-No's tools are suitable for attempting to "out-zone the zoner" in this matchup. If he sets a ball at the wrong time, punish with HCL for knockdown. Most of his ball patterns can be avoided with careful use of the Music Note projectile and a strong command of I-No's mobility. Though normally you'd want to use H note at long range, in this matchup you'll use a lot of P note so that the note will build up extra hits before it travels very far across the screen. You'll do this because you want to negate a ball closer to Venom, so that when the Note "pops" it'll control space and possibly negate other balls giving you more time to set up a different note or move closer. Play it safe from a distance while you build meter, so that you can afford a full conversion when you do land a touch, and then try to fight for enough situational advantage that you can safely get in, such as if Venom blocks a note and has no active balls threatening you. Or at at least your risk should be worth the reward, such as if Venom is free to try to counterpoke you (he's not blocking a note), but you're not worried about balls because you've negated them or he hit them in totally the wrong part of the screen, and you've baited him to waste his meter on FB Stinger and now he has nothing for defense if you make him block.

If Venom scores a knockdown he can start running his intense pressure game that is very difficult to escape from. Every pattern has at least one weakness, but the subtle differences between patterns makes it difficult to figure out which escape tool to use. When he mixes in patterns that lack any real mixup and are instead designed just to keep you blocking (while taking increased chip damage) you'll see why this character is so dangerous. You really need to be able to IB and FD effectively just to create the right kind of gap to escape. This is a matchup like vs Eddie where you may want to Dead Angle and Burst out of his pressure (at an appropriate/safe time) just to not have to deal with it, which is the same strategy he's going to use against I-No. So when you get in watch for FD, Dead Angles and jump out attempts.

What your opponent can do

Venom lacks unique defensive tools, but makes up for it with strong disjointed normals and a unique projectile game. He can set billiard balls on the screen and hit them with his normals. They deal increased chip damage to compensate for his low average combo damage and allow him to run a very wide set of different pressure strings to always keep you guessing at what you need to do to be able to escape. If a projectile makes contact immediately after a normal makes contact, the pushback from the normal on hit or block is negated. While that is a universal system mechanic, Venom is probably the most equipped to take advantage and remain at his ideal spacing when he has you in the corner. He can also hit his projectiles into each other to change their trajectory, and has the Stinger Aim and Carcass Raid special moves that launch balls without having to set them first.

He has a teleport that moves to the earliest ball he placed on the screen, a TK overhead, and an incredible super that will drag you to the corner while dealing a ton of chip damage and cranking your guard bar to the max.

Your Opponent's Gameplan (Breakdown By ???)

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Button Interactions

Pressure

Oki

Escaping Pressure

Escaping Oki

Special/Notable Confirms

Footage

GGXX AC+R 11/21 hursh191 (Venom) VS Essay (I-No)(GGPO Beta)


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