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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+P becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
xDHB = Double Headed Morbid
xMS = Mad Struggle
xDBC = Dubious Curve
xSA = Stinger Aim
xCR = Carcass Raid
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa

Combo List

  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

Standard Combos

c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
(2K) > c.S(3) > 6K > DBC any 80 12 Very Easy
(2K) > c.S(2) > 5H > DBC any 83 12 Very Easy enemy is in stagger state on 5H
(2K) > c.S(2) > 5H > 623D any 102 -20 Very Easy Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
(2K) > c.S(3) > 6K > sDBC > 2S > 623D any 140 -10 Easy
(2K) > c.S(3) > 6K > [sDBC > 2S]x2-3 > DBC corner 145 17 all Easy
(2K) > c.S(3) > 6K > sCR > 66 6K > 214H-D > 66 f.S > DBC corner 134 22 all Hard
Ground Throw Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
throw > 66 6P > sDBC all 63 10 all Very Easy DBC is burst safe.
throw > c.S(1) > 6K > DBC midscreen 60 all Very Easy
throw > 2S > 214H > c.S(2) > 6K > sDBC midscreen 75 15 all Easy DBC is burst safe.
throw > 6K > [sDBC > 2S]x2 > DBC corner 108 17 all Easy
throw > [6]P > pDBC > 214S > 2S > hDBC > 214S corner 89 12 all Medium 3 ball setup with 2 charged

Misc Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
6P > c.S(1) > 6K DBC any all airborn Very Easy grants charged ball
2368D > 66 6P > sDBC > 5H > sDBC corner 150 -12 Easy the DBC and 5H hits are burst safe.
2K > 2D(1) > sSA > FRC > 66 j.KSH any 100 -15 Medium
66 2D(1) > sCR > c.S(1) > 6K > 214H~D > 66 f.S > sDBC > 623K > j.K6K Corner 156 27 Very Hard Gives Very Strong Oki

Dubious Curve Loop

You can go into DBC loop in the corner meterless. More meter for FRCs can get you more reps, as well as higher damage variants using 2H/5H. General ways into the DBC loop will be:

  • Juggling with 6P>DBC or (c.S optional)>6K>DBC. For example, after corner throw or FB Mad Struggle.
  • ground hit DBC FRC, for example 5H>DBC FRC. Also yields 1 DBC loop iteration midscreen, might be worth it for punish scenarios.

Loop variants:

  • basic loop: sDBC, [2S>sDBC]x2/3 - basic loop. The amount of times you get is character and spacing specific. Both 2S and ball hit hitstun keep them in place for the next DBC to connect. You can microdash 2S to negate pushback somewhat. If initiated with 6K>sDBC, you can delay sDBC to make the first 2S easier to connect.
  • f.S>sDBC: Easier to avoid accidental 2S>ball set since you can do this via 4S>21S. Character specific.
  • 5H>sDBC: High dmg, need to be close so usually works as the first iteration only. pDBC>5H>sDBC also works. Character specific.

both of the above works on: BA, CH, ED, FA, IN, JA, JU, KL, MA, SO, VE, ZA

  • 2S>5H>sDBC: High dmg, need to be close. 2S pops them u a bit, 5H and 5H propelled ball hit provide enough hitstun for the next DBC. the lightning ball has to be higher up, so the first DBC has to be pDBC. works on: AN, BA, DI, MA, IN, JO, JU, KY, PO, RO, TE, ZA
  • 2S>2H(1)>sDBC: High dmg, need to be close. works on: AN, BR, IN, JO, JU, KY, MA, TE
  • DBC, 214S, 2S - Practice hard and you can add another summon into the combo. In this case, you'll end the setup with 2 lightning balls for your okizeme!


  • corner against chipp: throw, dash 6P>sDBC, 5H>sDBC, [f.S>sDBC]x2, f.S>kDBC>sSet. High dmg, setup K,S formation oki. can reduce f.S>sDBC iteration for more stability.
  • corner against Testament: FB mad struggle, dash 6P>pDBC, 2S>5H>sDBC, 2S>sDBC, 2S>kDBC>sSet
  • midscreen after blocking Sol's GV: 5H>h~dDBC frc, dash 2s>5H>pDBC>hSet. Sol is too far post GV for easy punish. Corner carry and setup further corner carry blockstring: dash 2K the P ball, sSet, 2S>sStinger aim. Sol cannot GV through the 2K'ed P ball.

Combo Theory

Combo Starters
Button Use
2K Venom's most common ground starter - fast and hits low. Of course, being a 2k, there is heavy proration - your combos will do less damage and generally have to be shorter.
c.S Generally this will be a ground starter during frame traps (5 frame startup), or people just plain not respecting your pressure. Can also anti-air, but usually it will be the last hit, and too high up to get much reward.
5S and 2S Poke wars. If you're close enough, sweep with 2D. If not, Stinger for a combo, FRC said Stinger for a knockdown at certain distances, or Carcass/Ball summon to put yourself in a better position.
5H You mashed throw and got this. Congrats! On air or ground counterhit, you can do some big damage! If you just get a regular hit on the ground, you only really have time to dubious curve.
6P one of the primary anti-air combo starters. Your followup will depend on the opponent's position and if you counterhit.
2H another anti-air combo starter. In this case, you only have a followup on counterhit.
jD Wall bounces in the corner. Even easier to followup on counterhit due to increased untechable time.
2D You'll need a Stinger FRC to pick up into an air combo. In the corner, you can cancel into S Carcass Raid to do a full combo.
sMS When your last hit goes low enough to the ground, you get a combo! Link 2K or c.S.
hDHM and hMS When you get the read for these moves, you can RC and score a combo.
FB MS Corner for best results. Of note, you keep your air options after this move.
Throw Heavy proration, but will give you an opportunity to get lots of balls on the screen with positioning.
Combo Filler
Move Use
c.S 3 hits for the launch, or 2 hits to keep it on the ground.
6k, (2)8S Start charging immediately after entering the command for 6k. Adjust from 6->3 rather than going directly to 2.
jK, jS, jH, jD Corner only. Timing between the moves, and even the moves themselves used are going to be height and character dependent.
pDBC/S~D/H~D FRC Add corner carry and/or extra damage to your combo. Depending on the situation, generally follow up with dashing 2S, 2H, Dubious Curve or dashing c.S, 6K on some characters/in some situations.
Move Use
5H, DBC Midscreen Standing Dubious Curve combo ender one.
2D Sweep ender
6k, DBC Pushes them a bit further out and adds some extra damage, and sometimes a charged ball.
Air Combo into j. H convert air to air situations into knockdown. Can't exactly get the greatest okizeme.
6H Score a knockdown while on the ground. Useful every now and then, usually covering stray ball hits.

Anti-air combo options

Venom's anti air reward is usually not that great.

6P: If you're close enough after 6P, you can gatling into c.S. From there, air combo or 6k into your usual options from there. If you get a counter hit from further away, raw 421x will combo, so at least you'll get a ball out.

2H: Sometimes work, for example against Jam's 214K or Baiken's IAD j.S. Counter hitting with either hit of 2H will let you cancel into S Carcass Raid, then you can dash forward and combo from there. However, counter hitting with the first and letting the second hit will waste this opportunity.

Airthrow: If low enough to the ground you can hit them with 6P/6K and go from there, Otherwise j.P>j.S jc j.S>j.H or similar. Airthrow frc will be covered below.

Throw combo options

Venom's throw has a unique property. Any move done while the opponent is in the ball will wallbounce them. This is mostly used for midscreen throws, and airthrow FRC j.D

Off a midscreen throw, send them into the wall (c.S, 2S, 2H are all options), 214H for the summon, pickup with c.S and continue the combo. HS Ball is used so it doesn't interfere with the combo. Potentially setup 3 ball oki

example: throw, c.S > 214H, c.S(1) > 6K > 421S > 214K. Use the H,S,K formation for okizeme. for example: 2p the S ball, sSet, 2S>S stinger aim, 669 j.S the K ball, late airdash j.SH/land 2D>Scarcass/land some other blockstring

You can also keep it simple with a dash 6P/c.S so they get hit after leaving the ball, and go from there.

Off of corner throw, I personally keep it simple with a Dubious Curve Loop, but you can do the air combo filler into j.d as well. Make sure you delay the first hit enough since the wall bounce property mentioned above is not desired here.

6K Loops

Alternative to DBC loops for damage. Basic idea is to loop 6K's ground bounce (usually twice). Available off the following starters:

  • throw: pickup with c.S(1)6K or just 6K. c.S(1) so they don't float up too high for 6K to hit.
  • FB mad struggle: same as above. midscreen, you can airdash j.S right after to get closer for the pickup.
  • c.S(3): pickup with 6K
  • close range 2D(1)>S/H stinger aim FRC: pick up with (dash)c.S(1)6K
  • close range 6P anti air: same as above.
  • corner 2D>S carcass: same as above. make sure you are close enough for c.S.

The juggles:

  • c.S(1)>6K>S carcass, 6K>h~dSet, f.S>DBC(>ball set). "The BNB". Microdashes might be needed for 2nd 6K and f.S depending on range and character.
  • c.S(1)>6K>S carcass, 6K/6P>DBC(>ball set). Truncated bnb. quite useful if you are not sure you can hit the full bnb due to range. Just like the above, also works off c.S(3) with the same adjustment.
  • c.S(1)>6K>h~dSet, f.S>DBC(>ball set). Another truncated bnb. same as the above.
  • c.S(1)>6K>p~dSet, 6H>delayed DBC(>ball set). DBC is delayed so 6H hit the p~d ball.
  • c.S(1)>6K>DBC(>ball set). The underachiever juggle. still useful.
  • c.S(1)>6K>dSet, 6H>set. for when you don't want to use lightning ball, say against baiken.

all of the above also work off c.S(3) by doing c.S(3)>6K>S carcass etc. "The BNB" does the most damage but range (and how confident you are with your execution in the moment) is always a factor and affect combo choice. Venom gains so much from knockdown that it might be worth it to do a low damage juggle so you can set up a 200 dmg combo (or a 5 second long blockstring) post oki.

6K>S carcass

S carcass requires 40f charge. for c.S(1)6K, perform as hold 6, S~K~3. This starts charging during c.S'animation. For c.S(3)>6K, do 6K~3 as early as possible during 3rd hit of c.S. You don't have to S carcass that early, it needs to hit after the ball bounce. As expressed above, stability and kd is more important so don't consider this essential.

2D>stinger aim FRC

If you hit this from slightly farther out you can't c.S so you need to go into (running) jump air combo ideally ending in j.H. 2D(1)>stinger aim is better but 2D(2) can work too, giving you more time to confirm. Some characters require 2D(1)>H stinger aim due to hurtboxes, notably Sol.

Corner: j.K>j.S>j.H>j.D land followed by:

  • rejump j.P>j.S jc j.S>j.H
  • 6P>DBC. Character specific. May be able to do 1 iteration of dbc loop.
  • c.S(1)6K>DBC. Character specific.

Utilizes j.D's wall bounce. j.KSHD need some delays to ensure lowest possible wall bounce so play around with delay placements.

Midscreen: j.KPS jc j.PH works. for some characters j.SPS jc j.SH also works. Not an exhaustive list.

ball enhanced combos

Lingering balls can be used to add damage or enable conversions. This is usually done on oki, and usually by hitting balls behind Venom with stinger aim. This is relatively unexplored and best illustrated with some examples.

Example 1 vs Testament:

  • setup: corner throw, microdash "The BNB" ending with kDBC>sSet.
  • okizeme: running jump j.S the K ball then:
    • airdash j.SH c.S(2)>5H>S stinger aim, dash 2S>5H>kDBC>sSet. stinger aim will trigger the S ball allowing you to redash in and setup the same situation as before.
    • land 2K>c.S(2)>5H>S stinger aim, dash 2S>5H>kDBC>sSet. Same as the above but low.
    • land 2D(1)>S carcass, "The BNB." BNB's S carcass will trigger the S ball, adding substantial damage and making the subsequent link easier. Also loop into the same situation.
    • land 2D(1)>FB stinger aim, pDBC>2S>5H>sDBC, 2S>kDBC>sSet. FB stinger aim will bounce off testament hitting the S ball, eventually ricocheting up adding enough hitstun for pDBC. you can also do c.S(1)>6K instead. Note the usage of frontloaded damage dbc loop as indicated in the dbc loop section above.

The above setup does not really work if the S ball is too far behind, hence why microdash BNB is required during the setup phase.

Example 2 vs Testament:

  • setup: corner throw, microdash "The BNB" ending with pDBC>k~dSet.
  • okizeme: running jump j.K the K ball then:
    • airdash j.SH etc. same as above but now you have a lightning ball. this is not airtight so becareful.
    • land 2D(2)>S stinger aim, dash 6K>any juggle you want. stinger aim triggered lightning ball allows you to link 6K.

CH DBC combos Meterless CH DBC combos. Turns out the secret is H-Stinger Feints. The formation used here is sDBC, D-set, but depending on the character you can also use kDBC, P_D set, or other options with xDBC then D-set or P_D set. Of course you can make an even shorter version if after the H_Stinger feint you just dash 6K straight to DBC for a knockdown

Video Examples