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| <center>{{Character Label|GGACR|Venom|42px}}</center>
| | {{Overview/navigation|okizeme=true}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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| {{MFlag|verify}}
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| <div style="float:left;">
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| {{TOC limit|3}}
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| </div>
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| {{Combo Notation|game=GGACR|width=85%|additional= | | {{Combo Notation|game=GGACR|width=85%|additional= |
| :'''xDHB''' = [[GGACR/Venom#Double_Headed_Morbid|Double Headed Morbid]] | | :'''xDHB''' = [[GGACR/Venom#Double_Headed_Morbid|Double Headed Morbid]] |
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| :'''xCR''' = [[GGACR/Venom#Carcass_Raid|Carcass Raid]] | | :'''xCR''' = [[GGACR/Venom#Carcass_Raid|Carcass Raid]] |
| }} | | }} |
| == Combo List == | | ==Combo List== |
| Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him. | | Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him. |
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| | Title = Gatling Into 6K DBC | | | Title = Gatling Into 6K DBC |
| | Oneliner = Works against any grounded opponent. | | | Oneliner = Works against any grounded opponent. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo1 | | | Anchor = BeginnerCombo1 |
| | Video = GGACR Venom Beginner BNB.webm | | | Video = GGACR Venom Beginner BNB.webm |
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| This is an easy way to get damage as Venom while setting up his high/low okizeme, and acts as a foundational component for his core combos. | | This is an easy way to get damage as Venom while setting up his high/low okizeme, and acts as a foundational component for his core combos. |
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| Common starters include {{clr|2|2K}}, and {{clr|3|j.236S}}. If you are too far for the 3rd hit to connect, then instead choose the route <code>{{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|4|5H}}</code> | | Common starters include {{clr|2|2K}}, and {{clr|3|j.236S}}. If you are too far for the 3rd hit to connect, then instead choose the route <code>{{clr|3|c.S}}(2) > {{clr|3|2S}} > {{clr|4|5H}}</code> |
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| By routing into Dubious Curve—(here,{{clr|2|421K}}~{{clr|5|D}})—you set up a multi-hit projectile that can be used for the standard K-Ball Okizeme. If you desire a different, but similarly easy okizeme setup, then you can cancel into a different version of Dubious Curve. These include {{clr|1|421P}} for P-Ball Okizeme, and {{clr|4|421H}} for H-Ball Okizeme. | | By routing into Dubious Curve—(here,{{clr|2|421K}}~{{clr|5|D}})—you set up a multi-hit projectile that can be used for the standard K-Ball Okizeme. If you desire a different, but similarly easy okizeme setup, then you can cancel into a different version of Dubious Curve. These include {{clr|1|421P}} for P-Ball Okizeme, and {{clr|4|421H}} for H-Ball Okizeme. |
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| {{clr|3|c.S(3)}} > {{clr|2|6K}} whiffs on {{CLabel|GGACR|Axl}} if you have lots of dash momentum, but if you do any button before {{clr|3|c.S(3)}}, the combo will work just fine. | | {{clr|3|c.S}}(3) > {{clr|2|6K}} whiffs on {{CLabel|GGACR|Axl}} if you have lots of dash momentum, but if you do any button before {{clr|3|c.S}}(3), the combo will work just fine. |
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| {{clr|2|6K}} > 421X will cause an OTG on {{CLabel|GGACR|A.B.A}} if you do the cancel immediately; slightly delay the cancel and this issue goes away. | | {{clr|2|6K}} > 421X will cause an OTG on {{CLabel|GGACR|A.B.A}} if you do the cancel immediately; slightly delay the cancel and this issue goes away. |
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| | Title = Sweep | | | Title = Sweep |
| | Oneliner = Any sort of gatling into a knockdown. | | | Oneliner = Any sort of gatling into a knockdown. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo2 | | | Anchor = BeginnerCombo2 |
| | Video = | | | Video = |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Starter > {{clr|S|c.S}}(2) > {{clr|D|2D}}(2) > 421X | | | Recipe = Starter > {{clr|S|c.S}}(2) > {{clr|D|2D}}(2) > 214X |
| | content = | | | content = |
| An extremely un-flashy, but nonetheless essential, Venom combo. As superb as {{clr|3|c.S(3)}} is, its range is limited, both by its proximity and its hitbox. Accordingly, being able to route into knockdowns is massive for maintaining Venom's momentum and establishing his pressure. | | An extremely un-flashy, but nonetheless essential, Venom combo. As superb as {{clr|3|c.S}}(3) is, its range is limited, both by its proximity and its hitbox. Accordingly, being able to route into knockdowns is massive for maintaining Venom's momentum and establishing his pressure. |
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| {{clr|D|2D}}(2) will not connect on {{CLabel|GGACR|Chipp}} in most situations; cancel {{clr|D|2D}}(1) into ball set. | | {{clr|D|2D}}(2) will not connect on {{CLabel|GGACR|Chipp}} in most situations; cancel {{clr|D|2D}}(1) into ball set. |
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| | Title = Beginner Throw Combo | | | Title = Beginner Throw Combo |
| | Oneliner = Even works from low air throw! | | | Oneliner = Even works from low air throw! |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo2 | | | Anchor = BeginnerCombo2 |
| | Video = GGACR_Venom_Beginner_BNB-Throw.mp4 | | | Video = GGACR_Venom_Beginner_BNB-Throw.mp4 |
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| | Title = "The BnB" | | | Title = "The BnB" |
| | Oneliner = Potent, but a bit finnicky | | | Oneliner = Potent, but a bit finnicky |
| | Difficulty = {{clr|3|Tricky}} | | | Difficulty = Tricky |
| | Anchor = VenomCoreBNB | | | Anchor = VenomCoreBNB |
| | Video = GGACR_Venom_Standard_BNB.mp4 | | | Video = GGACR_Venom_Standard_BNB.mp4 |
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| Generally, no adjustments are needed, but the strictness of the route changes based on how heavy the opponent is, and how tall their airborne hurtbox is. To help with consistency, you want to make sure you dash as early as possible, and as deep as you can get. | | Generally, no adjustments are needed, but the strictness of the route changes based on how heavy the opponent is, and how tall their airborne hurtbox is. To help with consistency, you want to make sure you dash as early as possible, and as deep as you can get. |
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| This combo does not work on {{CLabel|GGACR|A.B.A}} and {{CLabel|GGACR|Justice}}, and can occasionally be problematic on {{CLabel|GGACR|Eddie}}, {{CLabel|GGACR|Sol}}, and {{CLabel|GGACR|Zappa}}. For those characters, alternate routes are available in the [[GGACR/Venom|Specialized Combos]] section, or you can truncate the route by ending on {{clr|2|6K}} > 421X. | | This combo does not work on {{CLabel|GGACR|A.B.A}} and {{CLabel|GGACR|Justice}}, and can occasionally be problematic on {{CLabel|GGACR|Eddie}}, {{CLabel|GGACR|Sol}}, and {{CLabel|GGACR|Zappa}}. For those characters, alternate routes are available in the [[GGACR/Venom/Combos#Specialized_Routes|Specialized Combos]] section, or you can truncate the route by ending on {{clr|2|6K}} > 421X. |
| }} | | }} |
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| ===<span style="visibility:hidden;font-size:0">Standard DBC Loop</span>=== | | ===<span style="visibility:hidden;font-size:0">Standard DBC Loop</span>=== |
| {{TheoryBox | | {{TheoryBox |
| | Title = Standard Dubious Curve Loop | | | Title = Standard Dubious Curve Loop |
| | Oneliner = Great damage given enough guard bar | | | Oneliner = Great damage given enough guard bar |
| | Difficulty = {{clr|2|Medium}} | | | Difficulty = Medium |
| | Anchor = StandardDBCLoop | | | Anchor = StandardDBCLoop |
| | Video = GGACR_Venom_Standard_DBC_Loop.mp4 | | | Video = GGACR_Venom_Standard_DBC_Loop.mp4 |
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| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > 421X > 214X || Everywhere || 80 || ~12 || Everyone* || {{clr|1|Very Easy}} || Basically the bare minimum. Grants one charged ball and one normal ball. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > 421X > 214X || Everywhere || 80 || ~12 || Everyone* || {{ComboDifficulty|Very Easy}} || Basically the bare minimum. Grants one charged ball and one normal ball. |
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| Delay 6K > Dubious Curve on ABA specifically; fastest timing will OTG her. | | Delay 6K > Dubious Curve on ABA specifically; fastest timing will OTG her. |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X > 214X || Everywhere || 113 || ~18 || Everyone || {{clr|3|Medium}} || Stronger core B&B combo, stable and better in every way. Be sure to learn [https://www.youtube.com/watch?v=a2IVNh_15Jo c.S(3) > 6K > sCR]. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X > 214X || Everywhere || 113 || ~18 || Everyone || {{ComboDifficulty|Medium}} || Stronger core B&B combo, stable and better in every way. Be sure to learn [https://www.youtube.com/watch?v=a2IVNh_15Jo c.S(3) > 6K > sCR]. |
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| Can omit the dash if you're facing directly into the corner. | | Can omit the dash if you're facing directly into the corner. |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Microdash {{clr|3|f.S}} > 421X > 214X || Everywhere || 137 || ~20 || Everyone || {{clr|4|Hard}} || "The B&B." Slightly more unstable on certain characters with high mid-combo hurtboxes, but is basically universal. Optimal. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Microdash {{clr|3|f.S}} > 421X > 214X || Everywhere || 137 || ~20 || Everyone || {{ComboDifficulty|Hard}} || "The B&B." Slightly more unstable on certain characters with high mid-combo hurtboxes, but is basically universal. Optimal. |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > {{clr|5|623D}} || Everywhere || 148 || ~-5 || Everyone || {{clr|4|Hard}} || Guarantees a knockdown off of iffy spacings, missed dashes, or situations/characters where you know Dubious Curve will whiff. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > {{clr|5|623D}} || Everywhere || 148 || ~-5 || Everyone || {{ComboDifficulty|Hard}} || Guarantees a knockdown off of iffy spacings, missed dashes, or situations/characters where you know Dubious Curve will whiff. |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2-3 > 421X > 214X || Everywhere || 145 || ~17 || Everyone || {{clr|3|Medium}} || The legendary Dubious Curve loop! | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2-3 > 421X > 214X || Corner || 145 || ~17 || Everyone || {{ComboDifficulty|Medium}} || The legendary Dubious Curve loop! Damage listed for two-rep version, though three-rep versions are frequently possible, albeit with slightly worse okizeme. |
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| Damage listed for two-rep version.
| | List of notable optimizations found [[GGACR/Venom/Combos#Optimized_Dubious_Curve_Loops|below]]. |
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| |} | | |} |
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| | Title = Three-Ball 6P | | | Title = Three-Ball 6P |
| | Oneliner = Screen pollution starter | | | Oneliner = Screen pollution starter |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = SpecializedCombo1 | | | Anchor = SpecializedCombo1 |
| | Video = GGACR_Venom_3Ball_6P.webm | | | Video = GGACR_Venom_3Ball_6P.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Starter > {{clr|3|c.S(3)}} > {{clr|2|6K}} > 214X* > Dash {{clr|1|6P}} > 421X > 214X | | | Recipe = Starter > {{clr|3|c.S}}(3) > {{clr|2|6K}} > 214X* > Dash {{clr|1|6P}} > 421X > 214X |
| | content = | | | content = |
| While not the easiest combo in Venom's arsenal, this route secures three-ball oki anywhere, which can be massive for enhancing his pressure, corner carry, and chip damage. Its damage leaves something to be desired, at only 83 against Sol, so consider it an investment in future damage rather than a direct cash-out. | | While not the easiest combo in Venom's arsenal, this route secures three-ball oki anywhere, which can be massive for enhancing his pressure, corner carry, and chip damage. Its damage leaves something to be desired, at only 83 against Sol, so consider it an investment in future damage rather than a direct cash-out. |
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| | Title = c.S > 421 Routes | | | Title = c.S > 421 Routes |
| | Oneliner = The okipocalypse begins | | | Oneliner = The okipocalypse begins |
| | Difficulty = {{clr|3|Medium}} to {{clr|4|Hard}} | | | Difficulty = Medium to Hard |
| | Anchor = SpecializedCombo2 | | | Anchor = SpecializedCombo2 |
| | Video = GGACR_Venom_3Ball_cS_421.webm | | | Video = GGACR_Venom_3Ball_cS_421.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Starter > {{clr|3|c.S(3)}} > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X | | | Recipe = Starter > {{clr|3|c.S}}(3) > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X |
| | content = | | | content = |
| While this combo requires solid character and gravity awareness, it pays off in spades with good damage- 110 on Ky- and a three-ball formation in the corner. The crux of the route is finding a way to connect {{clr|3|c.S(3)}} directly into Dubious Curve, which saves damage by skipping {{clr|2|6K}}, as well as opening up stronger routing via the extended floorslide from a high-connecting Dubious Curve. | | While this combo requires solid character and gravity awareness, it pays off in spades with good damage- 110 on Ky- and a three-ball formation in the corner. The crux of the route is finding a way to connect {{clr|3|c.S}}(3) directly into Dubious Curve, which saves damage by skipping {{clr|2|6K}}, as well as opening up stronger routing via the extended floorslide from a high-connecting Dubious Curve. |
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| Readily works on large/heavy/low characters, but requires high gravity scaling before the c.S(3) launch on lighter and smaller characters - the specifics can be seen below. | | Readily works on large/heavy/low characters, but requires high gravity scaling before the c.S(3) launch on lighter and smaller characters - the specifics can be seen below. |
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| {{{!}} class="wikitable" | | {{(!}} class="wikitable" |
| {{!}} {{clr|3|c.S(3)}} > Immediate 421X {{!}}{{!}} {{CLabel|GGACR|A.B.A|label=AB}}, {{CLabel|GGACR|Johnny|label=JO}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Ky|label=KY}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Robo-Ky|label=RO}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Zappa|label=ZA}} | | {{!}} {{clr|3|c.S}}(3) > Immediate 421X {{!}}{{!}} {{CLabel|GGACR|Johnny|label=JO}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Ky|label=KY}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Robo-Ky|label=RO}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Zappa|label=ZA}} + up close on {{CLabel|GGACR|A.B.A|label=AB}} + far on {{CLabel|GGACR|Anji|label=AN}}, {{CLabel|GGACR|Venom|label=VE}} |
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| | {{!}} {{clr|3|c.S}}(3) > Delayed 421X {{!}}{{!}} Above + , {{CLabel|GGACR|Axl|label=AX}}, {{CLabel|GGACR|Chipp|label=CH}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|Faust|label=FA}}, {{CLabel|GGACR|Jam|label=JA}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Slayer|label=SL}}, {{CLabel|GGACR|Order-Sol|label=HOS}}, + up close on {{CLabel|GGACR|Bridget|label=BR}}, {{CLabel|GGACR|I-No|label=IN}} {{CLabel|GGACR|Anji|label=AN}}, {{CLabel|GGACR|Venom|label=VE}}, + far on {{CLabel|GGACR|A.B.A|label=AB}} |
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| | {{!}} Needs 2 hits and delay before {{clr|3|c.S}}(3) > 421X from afar, 2K cS works {{!}}{{!}} {{CLabel|GGACR|Bridget|label=BR}} |
| {{!}}- | | {{!}}- |
| {{!}} {{clr|3|c.S(3)}} > Delayed 421X {{!}}{{!}} Above + {{CLabel|GGACR|Anji|label=AN}}, {{CLabel|GGACR|Axl|label=AX}}, {{CLabel|GGACR|Bridget|label=BR}}, {{CLabel|GGACR|Chipp|label=CH}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|Faust|label=FA}}, {{CLabel|GGACR|I-No|label=IN}}, {{CLabel|GGACR|Jam|label=JA}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Slayer|label=SL}}, {{CLabel|GGACR|Order-Sol|label=HOS}}, {{CLabel|GGACR|Venom|label=VE}} | | {{!}} Needs 3 hits and delay before {{clr|3|c.S}}(3) > 421X from afar, 2K cS does not work {{!}}{{!}} {{CLabel|GGACR|I-No|label=IN}} |
| {{!}}- | | {{!}}- |
| {{!}} Needs high scaling for {{clr|3|c.S(3)}} > 421X {{!}}{{!}} Above + {{CLabel|GGACR|Baiken|label=BA}}, {{CLabel|GGACR|Dizzy|label=DI}}, {{CLabel|GGACR|Millia|label=MI}}, {{CLabel|GGACR|Sol|label=SO}} | | {{!}} Needs 3 hits and delay before {{clr|3|c.S}}(3) > 421X {{!}}{{!}} {{CLabel|GGACR|Baiken|label=BA}}, {{CLabel|GGACR|Dizzy|label=DI}}, {{CLabel|GGACR|Millia|label=MI}}, {{CLabel|GGACR|Sol|label=SO}} |
| {{!}}} | | {{!)}} |
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| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > 214X* > Dash {{clr|1|6P}} > 421X > 214X || Everywhere || 83 || x || Everyone || {{clr|3|Medium}} || First set needs to be out of the way of dash 6P; P, K, S, D sets are the easiest to work with. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > {{clr|2|6K}} > 214X* > Dash {{clr|1|6P}} > 421X > 214X || Everywhere || 83 || x || Everyone || {{ComboDifficulty|Medium}} || First set needs to be out of the way of dash 6P; P, K, S, D sets are the easiest to work with. |
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| Grants a three-ball formation. | | Grants a three-ball formation. |
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| | ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X || Corner* || 110 (KY) || x || Everyone* || {{clr|3|Medium}}-{{clr|4|Hard}} || Readily works on large/heavy/low characters, but requires high gravity scaling before the c.S(3) launch on lighter and smaller characters. | | | ({{clr|2|2K}}) > {{clr|3|c.S}}(3) > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X || Corner* || 110 (KY) || x || Everyone* || {{ComboDifficulty|Medium}}-{{ComboDifficulty|Hard}} || Readily works on large/heavy/low characters, but requires high gravity scaling before the c.S(3) launch on lighter and smaller characters. |
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| {{clr|3|c.S(3)}} > Immediate 421X: AB, JO, JU, KY, PO, RO, TE, ZA | | {{clr|3|c.S}}(3) > Immediate 421X: AB, JO, JU, KY, PO, RO, TE, ZA |
| <br> | | <br> |
| {{clr|3|c.S(3)}} > Delayed 421X: Above + AN, AX, BR, CH, ED, FA, IN, JA, KL, MA, SL, HOS, VE, | | {{clr|3|c.S}}(3) > Delayed 421X: Above + AN, AX, BR, CH, ED, FA, IN, JA, KL, MA, SL, HOS, VE, |
| <br> | | <br> |
| Needs high scaling for {{clr|3|c.S(3)}} > 421X: Above + BA, DI, MI, SO, | | Needs high scaling for {{clr|3|c.S}}(3) > 421X: Above + BA, DI, MI, SO, |
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| Works midscreen on certain characters, but is universal in the corner any time c.S > 421X works. | | Works midscreen on certain characters, but is universal in the corner any time c.S > 421X works. |
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| | Title = Anti-Air Options | | | Title = Anti-Air Options |
| | Oneliner = Low return, but nevertheless essential | | | Oneliner = Low return, but nevertheless essential |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = AACombo1 | | | Anchor = AACombo1 |
| | Video = GGACR_Venom_AA_6PcS.webm | | | Video = GGACR_Venom_AA_6PcS.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = AA {{clr|1|5P}}/{{clr|1|6P}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X | | | Recipe = AA {{clr|1|5P}}/{{clr|1|6P}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X |
| | content = | | | content = |
| In spite of its flaws, {{clr|1|6P}} is a highly flexible starter with a fantastically disjointed hitbox. At long range you can cancel into the {{MMC|game=GGACR|input=623S|chara=Venom|label=Double Head Morbid}} move series to tack on some damage, and closer in you can cancel into {{MMC|game=GGACR|input=421X|chara=Venom|label=Dubious Curve}} for a knockdown and oki. {{clr|1|6P}} can also gatling into {{clr|3|c.S}} at close range, which opens up {{clr|2|6K}} and jump cancel options. | | In spite of its flaws, {{clr|1|6P}} is a highly flexible starter with a fantastically disjointed hitbox. At long range you can cancel into the {{MMC|game=GGACR|input=623S|chara=Venom|label=Double Head Morbid}} move series to tack on some damage, and closer in you can cancel into {{MMC|game=GGACR|input=421X|chara=Venom|label=Dubious Curve}} for a knockdown and oki. {{clr|1|6P}} can also gatling into {{clr|3|c.S}} at close range, which opens up {{clr|2|6K}} and jump cancel options. |
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| Venom's anti-air combos are generally unrewarding, and highly dependent on the depth at which you anti-air the opponent. Nevertheless, it is essential to have anti-air combos down to deter relentless air approaches. | | Venom's anti-air combos are generally unrewarding, and highly dependent on the depth at which you anti-air the opponent. Nevertheless, it is essential to have anti-air combos down to deter relentless air approaches. |
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| If this combo is too difficult, there's no problem with truncating the route to {{clr|1|6P}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > 421X | | If this combo is too difficult, there's no problem with truncating the route to {{clr|1|6P}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > 421X |
| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | AA {{clr|1|6P}} > 421X || Everywhere || 54 || x || Everyone || {{clr|1|Very Easy}} || Basically the bare minimum to keep someone off you. Depending on the character, will not work from very far 6P hits. | | | AA {{clr|1|6P}} > 421X || Everywhere || 54 || x || Everyone || {{ComboDifficulty|Very Easy}} || Basically the bare minimum to keep someone off you. Depending on the character, will not work from very far 6P hits. |
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| | AA {{clr|1|6P}} > {{clr|3|623S}}/{{clr|4|H}}/{{clr|5|D}} || Everywhere || 64/~73/~48 || x || Everyone || {{clr|1|Very Easy}} || {{clr|3|623S}} will reset to fullscreen, {{clr|4|623H}} will lead to a nearby tech, {{clr|5|623D}} will lead to a knockdown. | | | AA {{clr|1|6P}} > {{clr|3|623S}}/{{clr|4|H}}/{{clr|5|D}} || Everywhere || 64/~73/~48 || x || Everyone || {{ComboDifficulty|Very Easy}} || {{clr|3|623S}} will reset to fullscreen, {{clr|4|623H}} will lead to a nearby tech, {{clr|5|623D}} will lead to a knockdown. |
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| | AA {{clr|1|6P}} > {{clr|3|c.S(1)}} > {{clr|4|6H}} || Everywhere || 74 || x || Everyone || {{clr|1|Very Easy}} || Basic anti-air conversion into a knockdown. | | | AA {{clr|1|6P}} > {{clr|3|c.S}}(1) > {{clr|4|6H}} || Everywhere || 74 || x || Everyone || {{ComboDifficulty|Very Easy}} || Basic anti-air conversion into a knockdown. |
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| | AA {{clr|1|5P}}/{{clr|1|6P}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X || Everywhere || 144 - See Notes || x || Everyone || {{clr|3|Medium}} || Depending on the hit depth, spacing, and character, you can go for basically any of the B&B combos, from the simplest to most optimal hits. | | | AA {{clr|1|5P}}/{{clr|1|6P}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 421X || Everywhere || 144 - See Notes || x || Everyone || {{ComboDifficulty|Medium}} || Depending on the hit depth, spacing, and character, you can go for basically any of the B&B combos, from the simplest to most optimal hits. |
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| Also works off anti-air c.S, though it doesn't have strong anti-air properties like 6P does. | | Also works off anti-air c.S, though it doesn't have strong anti-air properties like 6P does. |
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| | AA {{clr|1|6P}} > {{clr|3|c.S(1)}} > j.KS > dj.SH || Everywhere || 94 || x || Everyone || {{clr|2|Easy}} || The exact air string you use can vary, but this is a good, basic jump confirm from an anti-air that will knock down. | | | AA {{clr|1|6P}} > {{clr|3|c.S}}(1) > j.KS > dj.SH || Everywhere || 94 || x || Everyone || {{ComboDifficulty|Easy}} || The exact air string you use can vary, but this is a good, basic jump confirm from an anti-air that will knock down. |
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| | AA CH {{clr|4|2H(1)}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > {{clr|4|623H}} || Midscreen || 165 (IN) || x || Everyone || {{clr|3|Medium}} || 2H is an extremely niche anti-air, but effective against things like Baiken j.S and I-No's dives. | | | AA CH {{clr|4|2H}}(1) > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > {{clr|4|623H}} || Midscreen || 165 (IN) || x || Everyone || {{ComboDifficulty|Medium}} || 2H is an extremely niche anti-air, but effective against things like Baiken j.S and I-No's dives. |
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| Very limited conversions on non-CH or both hits of 2H; go directly into {{clr|3|623S}}/{{clr|4|H}}/{{clr|5|D}}. | | Very limited conversions on non-CH or both hits of 2H; go directly into {{clr|3|623S}}/{{clr|4|H}}/{{clr|5|D}}. |
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| | j.PPS > dj.SH || Everywhere || 77 || x || Everyone || {{clr|1|Very Easy}}-{{clr|2|Easy}} || Basic air-to-air for a knockdown. Any string works, just route into j.H. | | | j.PPS > dj.SH || Everywhere || 77 || x || Everyone || {{ComboDifficulty|Very Easy}}-{{ComboDifficulty|Easy}} || Basic air-to-air for a knockdown. Any string works, just route into j.H. |
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| Be aware that not all characters get hit by j.H the same, however, ''every'' character will get hit you are slightly above them, so prioritize that spacing. | | Be aware that not all characters get hit by j.H the same, however, ''every'' character will get hit you are slightly above them, so prioritize that spacing. |
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| | j.PSH > {{clr|5|FB MS}} > Airdash > {{clr|4|j.H}}|| Everywhere || 107 || x || Everyone || {{clr|3|Medium}}-{{clr|4|Hard}} || FB MS can be used to floorbounce airborne characters for extension or combo stabilization; you can use your air actions afterwards to pursue more damage, a knockdown, or both. | | | j.PSH > {{clr|5|j.236D}} > Airdash > {{clr|4|j.H}}|| Everywhere || 107 || x || Everyone || {{ComboDifficulty|Medium}}-{{ComboDifficulty|Hard}} || FB MS can be used to floorbounce airborne characters for extension or combo stabilization; you can use your air actions afterwards to pursue more damage, a knockdown, or both. |
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| This specific conversion is not hard, but awareness of these types of conversions is, broadly, difficult. | | This specific conversion is not hard, but awareness of these types of conversions is, broadly, difficult. |
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| | Title = Force Break Mad Struggle: Same Side | | | Title = Force Break Mad Struggle: Same Side |
| | Oneliner = Massive launch, massive damage, massive opportunity | | | Oneliner = Massive launch, massive damage, massive opportunity |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = Medium |
| | Anchor = FBMS1 | | | Anchor = FBMS1 |
| | Video = GGACR_Venom_FBMS1.webm | | | Video = GGACR_Venom_FBMS1.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|5|FB MS}} > Dash {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X | | | Recipe = {{clr|5|j.236D}} > Dash {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X |
| | content = | | | content = |
| Force Break Mad Struggle is a tremendously useful move, since it provides a massive "anything goes" launch on hit and continued pressure on block. | | Force Break Mad Struggle is a tremendously useful move, since it provides a massive "anything goes" launch on hit and continued pressure on block. |
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| | Title = Force Break Mad Struggle: Side Switch | | | Title = Force Break Mad Struggle: Side Switch |
| | Oneliner = Dictate your positioning with this situational variant | | | Oneliner = Dictate your positioning with this situational variant |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = FBMS1 | | | Anchor = FBMS1 |
| | Video = GGACR_Venom_FBMS2.webm | | | Video = GGACR_Venom_FBMS2.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|5|FB MS}} > Airdash > Whiff {{clr|4|j.H}} > Land {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > 421X > 214X | | | Recipe = {{clr|5|j.236D}} > Airdash > Whiff {{clr|4|j.H}} > Land {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > 421X > 214X |
| | content = | | | content = |
| Nearly identical to the above, but with a side switch. This route is niche but important, since positioning is essential for unlocking Venom's stronger mixups and higher damage in the corner. With this route in your pocket, FB MS should basically guarantee corner positioning no matter where you are on the screen. | | Nearly identical to the above, but with a side switch. This route is niche but important, since positioning is essential for unlocking Venom's stronger mixups and higher damage in the corner. With this route in your pocket, FB MS should basically guarantee corner positioning no matter where you are on the screen. |
| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | {{clr|5|FB MS}} > Dash {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X || Everywhere || 145 || x || Everyone || {{clr|3|Medium}} || Simple B&B route. | | | {{clr|5|j.236D}} > Dash {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X || Everywhere || 145 || x || Everyone || {{ComboDifficulty|Medium}} || Simple B&B route. |
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| Lower damage than a Dubious Curve loop conversion, but rebuilds proportionally less burst. | | Lower damage than a Dubious Curve loop conversion, but rebuilds proportionally less burst. |
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| If the landing {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|3|[2]8S}} is too hard or feels unstable, go for c.S > 6K > 421X | | If the landing {{clr|3|c.S}} > {{clr|2|6K}} > {{clr|3|[2]8S}} is too hard or feels unstable, go for c.S > 6K > 421X |
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| | {{clr|5|FB MS}} > Airdash > Whiff {{clr|4|j.H}} > Land {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > 421X > 214X || Midscreen || 138 || x || Everyone || {{clr|4|Hard}} || Side switch route. Only works from lower FB MS hits. | | | {{clr|5|j.236D}} > Airdash > Whiff {{clr|4|j.H}} > Land {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > 421X > 214X || Midscreen || 138 || x || Everyone || {{ComboDifficulty|Hard}} || Side switch route. Only works from lower FB MS hits. |
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| If the landing {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} is too hard or feels unstable, go for {{clr|3|c.S(1/2)}} > {{clr|2|6K}} > 421X | | If the landing {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > {{clr|3|[2]8S}} is too hard or feels unstable, go for {{clr|3|c.S}}(1/2) > {{clr|2|6K}} > 421X |
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| | {{clr|5|FB MS}} > (Dash) {{clr|1|6P}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2-3 > 421X > 214X || Corner || 170 || x || Everyone || {{clr|3|Medium}} || Very basic Dubious Curve loop. Pretty extraordinary setup-less damage for Venom. | | | {{clr|5|j.236D}} > (Dash) {{clr|1|6P}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2-3 > 421X > 214X || Corner || 170 || x || Everyone || {{ComboDifficulty|Medium}} || Very basic Dubious Curve loop. Pretty extraordinary setup-less damage for Venom. |
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| Damage listed for three-rep version. | | Damage listed for three-rep version. |
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| ===Counterhit Combos=== | | ===Counterhit Combos=== |
| Venom generally lacks notable counterhit options. However, there are a few that are important to know, however niche. | | Venom generally lacks notable counterhit options, both due to mostly lacking normal frame traps and lacking bombastic counterhit properties. However, there are a few that are important to know. |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Counterhit Dubious Curve | | | Title = Counterhit Dubious Curve |
| | Oneliner = Legitimately, but not literally, stunning damage | | | Oneliner = Legitimately, but not literally, stunning damage |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = CHDBC1 | | | Anchor = CHDBC1 |
| | Video = GGACR_Venom_CHDBC.webm | | | Video = GGACR_Venom_CHDBC.webm |
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| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | CH {{clr|1|421P}} > {{clr|3|214S}}~{{clr|5|D}} > {{clr|3|2S}} > {{clr|4|623H}} || Everywhere || 148 || x || Everyone || {{clr|2|Easy}} || CH DBC causes a substantial floorslide, which normally requires an air hit. | | | CH {{clr|1|421P}} > {{clr|3|214S}}~{{clr|5|D}} > {{clr|3|2S}} > {{clr|4|623H}} || Everywhere || 148 || x || Everyone || {{ComboDifficulty|Easy}} || CH DBC causes a substantial floorslide, which normally requires an air hit. |
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| Lots of pickups are possible, and will depend on which DBC you hit with; this is just one example. | | Lots of pickups are possible, and will depend on which DBC you hit with; this is just one example. |
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| | CH {{clr|1|421P}} > {{clr|3|421S}} > {{clr|3|2S}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2 > 421X > 214X || Corner || 184 || x || Everyone || {{clr|3|Medium}} || Example of using CH DBC's enhanced floorslide to begin a high-damage DBC loop. | | | CH {{clr|1|421P}} > {{clr|3|421S}} > {{clr|3|2S}} > [{{clr|3|421S}} > {{clr|3|2S}}]x2 > 421X > 214X || Corner || 184 || x || Everyone || {{ComboDifficulty|Medium}} || Example of using CH DBC's enhanced floorslide to begin a high-damage DBC loop. |
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| | RISC CH {{clr|5|FB MS(2)}}* > {{clr|2|j.214K}}~{{clr|5|D}} > Land {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|214S}}~{{clr|5|D}} > {{clr|5|6H}} > DL 421X > 214X || Corner || 240 || x || Everyone || {{clr|3|Medium}} || Requires the guard bar to be 3/4 full or greater for the 2nd hit of FB MS to CH. | | | RISC CH {{clr|5|j.236D}}(2)* > {{clr|2|j.214K}}~{{clr|5|D}} > Land {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|214S}}~{{clr|5|D}} > {{clr|4|6H}} > DL 421X > 214X || Corner || 240 || x || Everyone || {{ComboDifficulty|Medium}} || Requires the guard bar to be 3/4 full or greater for the 2nd hit of FB MS to CH. At certain spacings, second hit-only counterhits are possible, albeit somewhat rare. |
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| Delay the cancel on the 6H such that it occurs after the ball hit. | | Delay the cancel on the 6H such that it occurs after the ball hit. |
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| | CH {{clr|3|421S}} > {{clr|5|214D}} > {{clr|3|2S}} > {{clr|4|[4]6H}} Feint > Dash {{clr|3|c.S(1)}} > {{clr|2|6L}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Midscreen || 264 (KY) || x || TBD, KY || {{clr|5|Very Hard}} || [https://twitter.com/BadoorSNK/status/1394613460022005761?s=20 Swag.] Niche, maximalist, extremely cool CH DBC combo. | | | CH {{clr|3|421S}} > {{clr|5|214D}} > {{clr|3|2S}} > {{clr|4|[4]6H}} Feint > Dash {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Midscreen || 264 (KY) || x || TBD, KY || {{ComboDifficulty|Very Hard}} || [https://twitter.com/BadoorSNK/status/1394613460022005761?s=20 Swag.] Niche, maximalist, extremely cool CH DBC combo. |
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| '''This is not a combo that is expected to be in your repertoire,''' even at a very high level BUT it is emblematic of how creative you can get with CH DBC, and have it be worthwhile. | | '''This is not a combo that is expected to be in your repertoire,''' even at a very high level BUT it is emblematic of how creative you can get with CH DBC, and have it be worthwhile. |
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| |} | | |} |
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| | Generally, your frame traps will come from one of two sequences: |
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| | {{clr|S|c.S}} / {{clr|H|5H}} > 421X - Frame trapping from {{clr|H|5H}} is tighter and will catch prejump, while {{clr|S|c.S}} is slightly looser and will catch jumps unless your opponent FDs. Dubious Curve counterhits and air hits generally lead to strong damage. |
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| | {{clr|P|5P}} / {{clr|P|2P}} / {{clr|K|5K}} > {{clr|H|5H}} - All of these level one moves with a gatling into {{clr|H|5H}} will readily catch fuzzy jumps during prejump and mashes, given the 1f gap created. 5H counterhits give an extended stagger, allowing for <code>{{clr|H|5H}} > 214X > ...</code> combos. |
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| ==={{clr|5|5D}} Combos=== | | ==={{clr|5|5D}} Combos=== |
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| | Title = 5D | | | Title = 5D |
| | Oneliner = The lesser of like ten overheads | | | Oneliner = The lesser of like ten overheads |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = 5DHMS | | | Anchor = 5DHMS |
| | Video = GGACR_Venom_5DHMS.webm | | | Video = GGACR_Venom_5DHMS.webm |
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| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | {{clr|5|5D}} > j.SH > dj.KS > tj.KSD || Everywhere || 105 || x || Everyone || {{clr|1|Very Easy}} || Non-impossible dust; no knockdown. | | | {{clr|5|5D}} > j.SH > dj.KS > tj.KSD || Everywhere || 105 || x || Everyone || {{ComboDifficulty|Very Easy}} || Non-impossible dust; no knockdown. |
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| | {{clr|5|5D}} > j.SH > dj.KS > tj.SH || Everywhere || 102 || x || Everyone || {{clr|1|Very Easy}} || Non-impossible dust; knocks down. | | | {{clr|5|5D}} > j.SH > dj.KS > tj.SH || Everywhere || 102 || x || Everyone || {{ComboDifficulty|Very Easy}} || Non-impossible dust; knocks down. |
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| | {{clr|5|5D}} > FD > {{clr|5|j.D}} > dj.{{clr|4|236H}} > 214X || Everywhere || 58 || x || Everyone || {{clr|2|Easy}} || Simple, reliable, hard knock down. | | | {{clr|5|5D}} > FD > {{clr|5|j.D}} > dj.{{clr|4|236H}} > 214X || Everywhere || 58 || x || Everyone || {{ComboDifficulty|Easy}} || Simple, reliable, hard knock down. |
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| | {{clr|5|5D}} > FD > {{clr|5|j.D}} > Land {{clr|3|c.S}} > {{clr|2|6K}} > 421X > 214X || Everywhere || 89 || x || Everyone || {{clr|3|Medium}} || Heavily delay the j.D after the FD. | | | {{clr|5|5D}} > FD > {{clr|5|j.D}} > Land {{clr|3|c.S}} > {{clr|2|6K}} > 421X > 214X || Everywhere || 89 || x || Everyone || {{ComboDifficulty|Medium}} || Heavily delay the j.D after the FD. |
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| Basically leads into the B&B, very consistent and reasonably rewarding. | | Basically leads into the B&B, very consistent and reasonably rewarding. |
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| | {{clr|5|5D}} > FD > {{clr|5|j.D}} > dj.{{clr|4|236H}} > 66 j.KSHD > Land {{clr|3|c.S}} > j.KS > dj.SH || Corner || 121 || x || Everyone || {{clr|4|Hard}} || Reasonable damage, but very weak oki owing to the j.H knockdown. | | | {{clr|5|5D}} > FD > {{clr|5|j.D}} > dj.{{clr|4|236H}} > 66 j.KSHD > Land {{clr|3|c.S}} > j.KS > dj.SH || Corner || 121 || x || Everyone || {{ComboDifficulty|Hard}} || Reasonable damage, but very weak oki owing to the j.H knockdown. |
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| | Title = Midscreen Three-Ball Throw Setup | | | Title = Midscreen Three-Ball Throw Setup |
| | Oneliner = Suffocating oki on demand | | | Oneliner = Suffocating oki on demand |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = GroundedMidscreenThrow | | | Anchor = GroundedMidscreenThrow |
| | Video = GGACR_Venom_GroundedMidscreenThrow.webm\GGACR_Venom_HSKThrow.webm | | | Video = GGACR_Venom_GroundedMidscreenThrow.webm\GGACR_Venom_HSKThrow.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Throw > {{clr|3|c.S(1)}} > {{clr|4|214H}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > 421X > 214X | | | Recipe = Throw > {{clr|3|c.S}}(1) > {{clr|4|214H}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > 421X > 214X |
| | content = | | | content = |
| Venom's throw is a tremendously threatening option, which leads to strong oki anywhere on the screen, provided you have a setup in mind. The wallbounce provided by his throw gives ample frame advantage to set up a three-ball formation and push the corner. | | Venom's throw is a tremendously threatening option, which leads to strong oki anywhere on the screen, provided you have a setup in mind. The wallbounce provided by his throw gives ample frame advantage to set up a three-ball formation and push the corner. |
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| This route is universal, but relies on midscreen positioning; in the corner, utilizing the wallbounce (hitting the opponent while they're still in the wall) will cause them to bounce out of the corner and away from you. | | This route is universal, but relies on midscreen positioning; in the corner, utilizing the wallbounce (hitting the opponent while they're still in the wall) will cause them to bounce out of the corner and away from you. |
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| Formation shown in video is HSK, which (as shown in video two) allows you to {{clr|1|2P}} the forwards-most ball, set an {{clr|3|S ball}}, and then run a protected mixup. This specific setup can seem a little daunting, but it is actually relatively simple, and extremely powerful. | | Formation shown in video is HSK, which (as shown in video two) allows you to {{clr|1|2P}} the forwards-most ball, set an {{clr|3|S}} ball, and then run a protected mixup. This specific setup can seem a little daunting, but it is actually relatively simple, and extremely powerful. |
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| To get the most out of this three-ball setup: | | To get the most out of this three-ball setup: |
| * Make use of an initial ball set that is out of the way of {{clr|3|c.S}} and {{clr|2|6K}}; the opponent getting hit by a ball during this sequence can disrupt your combo | | * Make use of an initial ball set that is out of the way of {{clr|3|c.S}} and {{clr|2|6K}}; the opponent getting hit by a ball during this sequence can disrupt your combo |
| ** {{clr|4|H}} and {{clr|4|H}}~{{clr|5|D}} sets work best for this | | ** {{clr|4|H}} and {{clr|4|H}}~{{clr|5|D}} sets work best for this |
| ** If a ball does interfere, use {{clr|3|c.S(2)}} for the second {{clr|3|c.S}} instead; the first hit will trigger the ball, and the second hit after the ball hit will let you combo into 6K | | ** If a ball does interfere, use {{clr|3|c.S}}(2) for the second {{clr|3|c.S}} instead; the first hit will trigger the ball, and the second hit after the ball hit will let you combo into 6K |
| * As shown in video two, the route can be made burst-safe by adding one or two (depends on the character) {{clr|1|5P}}s after the wallbounce | | * As shown in video two, the route can be made burst-safe by adding one or two (depends on the character) {{clr|1|5P}}s after the wallbounce |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | Throw > {{clr|3|c.S(1)}} > {{clr|4|214H}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > 421X > 214X || Midscreen || 63 || x || Everyone || {{clr|2|Easy}} || {{clr|4|214H}} > {{clr|3|421S}} > {{clr|2|214K}} grants an extremely strong formation. | | | Throw > {{clr|3|c.S}}(1) > {{clr|4|214H}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > 421X > 214X || Midscreen || 63 || x || Everyone || {{ComboDifficulty|Easy}} || {{clr|4|214H}} > {{clr|3|421S}} > {{clr|2|214K}} grants an extremely strong formation. |
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| Add a {{clr|1|5P}} before the second {{clr|3|c.S}} for stability on heavy/low characters and burst safety. | | Add a {{clr|1|5P}} before the second {{clr|3|c.S}} for stability on heavy/low characters and burst safety. |
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| | Throw > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Everywhere || 97 || x || Everyone || {{clr|4|Hard}} || B&B route off of throw, solid blend of corner carry, oki, and damage. | | | Throw > Dash {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Everywhere || 97 || x || Everyone || {{ComboDifficulty|Hard}} || B&B route off of throw, solid blend of corner carry, oki, and damage. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Throw > (Dash) {{clr|1|6P}} > 421X > 214X || Midscreen || 61 || x || Everyone || {{clr|1|Very Easy}} || Deeper dashes are possible on heavier and larger characters, generally. | | | Throw > (Dash) {{clr|1|6P}} > 421X > 214X || Midscreen || 61 || x || Everyone || {{ComboDifficulty|Very Easy}} || Deeper dashes are possible on heavier and larger characters, generally. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Throw > (Dash) {{clr|1|6P}} > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X || Corner || 89 || x || Everyone || {{clr|2|Medium}} || Enhanced three-ball formation from in the corner. | | | Throw > (Dash) {{clr|1|6P}} > 421X > {{clr|3|214S}} > {{clr|3|2S}} > 421X > 214X || Corner || 89 || x || Everyone || {{ComboDifficulty|Medium}} || Enhanced three-ball formation from in the corner. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Title = Air Throw Superjump | | | Title = Air Throw Superjump |
| | Oneliner = The crux of Venom's AA game | | | Oneliner = The crux of Venom's AA game |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = AA1 | | | Anchor = AA1 |
| | Video = GGACR_Venom_ATSJ.webm | | | Video = GGACR_Venom_ATSJ.webm |
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| | Title = Air Throw FRC | | | Title = Air Throw FRC |
| | Oneliner = Great oki from any height | | | Oneliner = Great oki from any height |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = AA2 | | | Anchor = AA2 |
| | Video = GGACR_Venom_ATFRC.webm | | | Video = GGACR_Venom_ATFRC.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Air throw FRC > {{clr|5|j.D}} > Land {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|2|6K}} > 421X > 214X | | | Recipe = Air throw FRC > {{clr|5|j.D}} > Land {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|2|6K}} > 421X > 214X |
| | content = | | | content = |
| At extreme heights, without an FRC, Venom's air throw buys you some frame advantage and a slightly advantageous scramble, where you can do things like set a ball or two and pursue your opponent as they land. | | At extreme heights, without an FRC, Venom's air throw buys you some frame advantage and a slightly advantageous scramble, where you can do things like set a ball or two and pursue your opponent as they land. |
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| }} | | }} |
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| {| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | Ground-level air throw > {{clr|3|c.S(1)}} > {{clr|4|214H}} > {{clr|3|c.S(1)}} > {{clr|2|6K}} > 421X > 214X || Midscreen || 60 || x || Everyone || {{clr|2|Easy}} || Mirror of the grounded three-ball throw setup. | | | Ground-level air throw > {{clr|3|c.S}}(1) > {{clr|4|214H}} > {{clr|3|c.S}}(1) > {{clr|2|6K}} > 421X > 214X || Midscreen || 60 || x || Everyone || {{ComboDifficulty|Easy}} || Mirror of the grounded three-ball throw setup. |
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| Hit them while they're in the ball. | | Hit them while they're in the ball. |
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| | Ground-level air throw > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Everywhere || 97 || x || Everyone || {{clr|3|Medium}} || Mirror of the grounded throw B&B sequence. | | | Ground-level air throw > Dash {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > {{clr|4|214H}}~{{clr|5|D}} > Dash {{clr|3|f.S}} > 421X > 214X || Everywhere || 97 || x || Everyone || {{ComboDifficulty|Medium}} || Mirror of the grounded throw B&B sequence. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Chest-level air throw > {{clr|2|6K}} > 421X > 214X || Everywhere || 61 || x || Everyone || {{clr|1|Very Easy}} || Simple oki setup. | | | Chest-level air throw > {{clr|2|6K}} > 421X > 214X || Everywhere || 61 || x || Everyone || {{ComboDifficulty|Very Easy}} || Simple oki setup. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Chest-level air throw > {{clr|2|6K}} > {{clr|4|214H}} > {{clr|2|6K}} > 214X > 214X || Everywhere || 49 || x || Everyone || {{clr|1|Very Easy}} || The second 6K will knock down, granting a three-ball setup or a ''highly'' advantaged two-ball setup if you omit the last Set. | | | Chest-level air throw > {{clr|2|6K}} > {{clr|4|214H}} > {{clr|2|6K}} > 214X > 214X || Everywhere || 49 || x || Everyone || {{ComboDifficulty|Very Easy}} || The second 6K will knock down, granting a three-ball setup or a ''highly'' advantaged two-ball setup if you omit the last Set. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Character-height air throw > j.PS > dj.SH || Everywhere || 67 || x || Everyone || {{clr|1|Very Easy}} || As you get higher, grounded sequences become impossible. | | | Character-height air throw > j.PS > dj.SH || Everywhere || 67 || x || Everyone || {{ComboDifficulty|Very Easy}} || As you get higher, grounded sequences become impossible. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Further than character-height air throw > sj.PSH || Everywhere || 61 || x || Everyone || {{clr|2|Easy}} || Exact string may vary. | | | Further than character-height air throw > sj.PSH || Everywhere || 61 || x || Everyone || {{ComboDifficulty|Easy}} || Exact string may vary. |
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| Hit them after they come out of the ball. | | Hit them after they come out of the ball. |
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| | Air throw FRC > {{clr|5|j.D}} > Land {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|2|6K}} > 421X > 214X || Everywhere || 88 || x || Everyone || {{clr|4|Hard}} || Depending on your distance to the corner, may require anything from a slight walk back to a full dash to catch them with c.S. | | | Air throw FRC > {{clr|5|j.D}} > Land {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|2|6K}} > 421X > 214X || Everywhere || 88 || x || Everyone || {{ComboDifficulty|Hard}} || Depending on your distance to the corner, may require anything from a slight walk back to a full dash to catch them with c.S. |
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| Can do shorter sequences, like land c.S > 6K > 421X > 214X as well. | | Can do shorter sequences, like land c.S > 6K > 421X > 214X as well. |
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| ! Route !! Purpose | | ! Route !! Purpose |
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| | {{clr|2|2K}} > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|5|2D(2)}} || Basic gatling into a knockdown. | | | {{clr|2|2K}} > {{clr|3|c.S}}(2) > {{clr|3|2S}} > {{clr|5|2D}}(2) || Basic gatling into a knockdown. |
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| | {{clr|3|2S}} > {{clr|4|[4]6H}} FRC > Dash {{clr|3|2S}} > {{clr|5|2D(2)}} || Example of using meter to secure a knockdown from an awkward, low-reward hit. | | | {{clr|3|2S}} > {{clr|4|[4]6H}} FRC > Dash {{clr|3|2S}} > {{clr|5|2D}}(2) || Example of using meter to secure a knockdown from an awkward, low-reward hit. |
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| |} | | |} |
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| ! Move !! Purpose | | ! Move !! Purpose |
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| | {{clr|3|c.S(3)}} || Last hit of c.S(3) leads to a highly untechable small launch on grounded opponents. | | | {{clr|3|c.S}}(3) || Last hit of c.S(3) leads to a highly untechable small launch on grounded opponents. |
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| | 421X FRC || Typically, you cannot combo off a grounded Dubious Curve hit. However, FRCing it grants you enough frame advantage to dash and pick up, even midscreen. <br> During the floorslide caused by Dubious Curve, opponents follow the air combo rules. | | | 421X FRC || Typically, you cannot combo off a grounded Dubious Curve hit. However, FRCing it grants you enough frame advantage to dash and pick up, even midscreen. <br> During the floorslide caused by Dubious Curve, opponents follow the air combo rules. |
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| ! Route !! Purpose | | ! Route !! Purpose |
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| | ({{clr|3|c.S(1)}}) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} || Combo filler sequence for good corner carry and meter gain.<br>Works unconditionally from grounded {{clr|3|c.S(3)}} but requires low proration for airborne {{clr|3|c.S}} hits. | | | ({{clr|3|c.S}}(1)) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} || Combo filler sequence for good corner carry and meter gain.<br>Works unconditionally from grounded {{clr|3|c.S(3)}} but requires low proration for airborne {{clr|3|c.S}} hits. |
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| | ({{clr|3|c.S(1)}}) > {{clr|2|6K}} > 214X > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} || Alternate filler sequence for getting an additional ball out. | | | ({{clr|3|c.S}}(1)) > {{clr|2|6K}} > 214X > Dash {{clr|3|c.S}}(1) > {{clr|2|6K}} || Alternate filler sequence for getting an additional ball out. |
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| |} | | |} |
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| Versus some characters, it is possible to utilize {{clr|4|6H}} and a simultaneous ball hit mid-combo for massive damage. This does not work on grounded opponents (the simultaneous 6H and ball hits cause an instant OTG), and the 6H will no longer knock down; you need to use Dubious Curve, FB Double Head Morbid, or some non-knockdown ender. | | Versus some characters, it is possible to utilize {{clr|4|6H}} and a simultaneous ball hit mid-combo for massive damage. This does not work on grounded opponents (the simultaneous 6H and ball hits cause an instant OTG), and the 6H will no longer knock down; you need to use Dubious Curve, FB Double Head Morbid, or some non-knockdown ender. |
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| {{clr|3|f.S}} ender to the B&B: <code>{{clr|3|c.S(3)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 214{{clr|4|H}}~{{clr|5|D}} > Microdash > {{clr|3|f.S}} > 421X > 214X</code> | | {{clr|3|f.S}} ender to the B&B: <code>{{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 214{{clr|4|H}}~{{clr|5|D}} > Microdash > {{clr|3|f.S}} > 421X > 214X</code> |
| * 137 damage on Sol. | | * 137 damage on Sol. |
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| {{clr|4|6H}} ball hit ender to the B&B: <code>{{clr|3|c.S(3)}} > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X > 214X</code> | | {{clr|4|6H}} ball hit ender to the B&B: <code>{{clr|3|c.S}}(3) > {{clr|2|6K}} > {{clr|3|[2]8S}} > Dash {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X > 214X</code> |
| * 148 damage on Sol | | * 148 damage on Sol |
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| Double ball hit ender from {{clr|5|j.236D}}: <code>{{clr|5|j.236D}} > {{clr|2|6K}} > {{clr|2|214K}} > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X > 214X</code> | | Double ball hit ender from {{clr|5|j.236D}}: <code>{{clr|5|j.236D}} > {{clr|2|6K}} > {{clr|2|214K}} > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X > 214X</code> |
| * Does 168 damage on Sol, even though {{clr|5|FB Mad Struggle}} has 90% proration and two hits as a starter. | | * Does 168 damage on Sol, even though FB Mad Struggle has 90% proration and two hits as a starter. |
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| ====[4]6{{clr|4|H}}/{{clr|5|D}}==== | | ====[4]6{{clr|4|H}}/{{clr|5|D}}==== |
| Sporting an impressive 46 damage on hit- and, importantly, 46 damage on hit from other balls launched by this move- H and FB Stinger are both major damage engines. | | Sporting an impressive 46 damage on hit- and, importantly, 46 damage on hit from other balls launched by this move- H and FB Stinger are both major damage engines. |
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| As an exaggerated example, <code>{{clr|3|c.S(2)}} > {{clr|5|2D(2)}}</code> does 58 damage on Sol, while <code>{{clr|3|c.S(2)}} > {{clr|4|[4]6]H}} > {{clr|5|2D(2)}}</code> jumps to 91 damage. | | As an exaggerated example, <code>{{clr|3|c.S}}(2) > {{clr|5|2D}}(2)</code> does 58 damage on Sol, while <code>{{clr|3|c.S}}(2) > {{clr|4|[4]6]H}} > {{clr|5|2D}}(2)</code> jumps to 91 damage. |
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| This becomes especially evident in mixups, where properly applied {{clr|5|[4]6D}} can absolutely ''melt'' even very hearty characters. Let's look at an example: | | This becomes especially evident in mixups, where properly applied {{clr|5|[4]6D}} can absolutely ''melt'' even very hearty characters. Let's look at an example: |
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| Off of a corner throw, you can use <code>{{clr|1|6P}} > {{clr|4|421K}} > {{clr|3|214S}} > {{clr|4|421H}} > {{clr|3|214S}}</code> to set up the KHS formation, which lets you hit the uppermost ball with dashing {{clr|3|j.S}} before going into airdash j.SH (high option) or {{clr|5|2D(2)}} (low option). You can use {{clr|5|[4]6D}} to pick up off both of these for massive damage. See below: | | Off of a corner throw, you can use <code>{{clr|1|6P}} > {{clr|4|421K}} > {{clr|3|214S}} > {{clr|4|421H}} > {{clr|3|214S}}</code> to set up the KHS formation, which lets you hit the uppermost ball with dashing {{clr|3|j.S}} before going into airdash j.SH (high option) or {{clr|5|2D}}(2) (low option). You can use {{clr|5|[4]6D}} to pick up off both of these for massive damage. See below: |
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| Low option: <code>{{clr|5|2D(2)}} > {{clr|5|[4]6D}} > {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X</code> | | Low option: <code>{{clr|5|2D}}(2) > {{clr|5|[4]6D}} > {{clr|2|6K}} > 214{{clr|3|S}}~{{clr|5|D}} > {{clr|4|6H}} > 421X</code> |
| * 223 damage on Sol. | | * 223 damage on Sol. |
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| High option: <code> Airdash j.SH > {{clr|3|c.S(1)}} > {{clr|4|5H}} > {{clr|5|[4]6D}} > Dash {{clr|2|2K}} > {{clr|3|c.S(2)}} > {{clr|4|5H}} > 421X</code> | | High option: <code> Airdash j.SH > {{clr|3|c.S}}(1) > {{clr|4|5H}} > {{clr|5|[4]6D}} > Dash {{clr|2|2K}} > {{clr|3|c.S}}(2) > {{clr|4|5H}} > 421X</code> |
| * 201 to 235 damage on Sol, depending on ball interactions | | * 201 to 235 damage on Sol, depending on ball interactions |
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| This is not to say you should just loop <code>{{color|3|c.S(2)}} > {{color|4|5H}} > {{color|4|[4]6H}}</code> when you get the chance, however; the damage falloff is steep and, as will be discussed, Venom's meter is better spent elsewhere. Furthermore, it is important to not exhaust your meter during combos, since Venom needs to strike a balance between using meter on defense, offense, and during combos. | | This is not to say you should just loop <code>{{color|3|c.S}}(2) > {{color|4|5H}} > {{color|4|[4]6H}}</code> when you get the chance, however; the damage falloff is steep and, as will be discussed, Venom's meter is better spent elsewhere. Furthermore, it is important to not exhaust your meter during combos, since Venom needs to strike a balance between using meter on defense, offense, and during combos. |
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| ==== Skipping c.S(3) and Bad Starters ==== | | ==== Skipping c.S(3) and Bad Starters ==== |
| One ''major'' thing to know is that {{clr|3|c.S(3)}}, despite being a phenomenal button- providing time to charge, guard bar raising, allowing combos into {{clr|2|6K}}, and being a superbly strong OS- is actually very damage-inefficient. | | One ''major'' thing to know is that {{clr|3|c.S}}(3), despite being a phenomenal button- providing time to charge, guard bar raising, allowing combos into {{clr|2|6K}}, and being a superbly strong OS- is actually very damage-inefficient. |
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| For example: <code>{{clr|3|c.S(3)}} > {{clr|2|6K}}</code> sequence does 61 damage on Sol, and consumes 31 guard bar units (24 from {{clr|3|c.S(3)}} alone). | | For example: <code>{{clr|3|c.S}}(3) > {{clr|2|6K}}</code> sequence does 61 damage on Sol, and consumes 31 guard bar units (24 from {{clr|3|c.S}}(3) alone). |
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| Meanwhile, <code>{{clr|3|2S}} > {{clr|4|5H}} > 421X</code> does 82 damage on Sol, and consumes 19 guard bar units; more range, fewer hits, and more damage. | | Meanwhile, <code>{{clr|3|2S}} > {{clr|4|5H}} > 421X</code> does 82 damage on Sol, and consumes 19 guard bar units; more range, fewer hits, and more damage. |
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| Accordingly, skipping {{clr|3|c.S(3)}} > {{clr|2|6K}} helps a ''lot'' with Venom's damage output. There are several ways to do this, all of which can be found in the 'damage comparison on mixups' section - that table is more just meant as a reference, though, so let's go over some options: | | Accordingly, skipping {{clr|3|c.S}}(3) > {{clr|2|6K}} helps a ''lot'' with Venom's damage output. There are several ways to do this, all of which can be found in the 'damage comparison on mixups' section - that table is more just meant as a reference, though, so let's go over some options: |
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| <code>{{clr|5|2D(1/2)}} > {{clr|3|[4]6S}}/{{clr|4|H}} FRC > {{clr|3|c.S(1)}} > {{clr|2|6K}} > ...</code> | | <code>{{clr|5|2D}}(1/2) > {{clr|3|[4]6S}}/{{clr|4|H}} FRC > {{clr|3|c.S}}(1) > {{clr|2|6K}} > ...</code> |
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| * <code>{{clr|5|2D(1)}} > {{clr|3|[4]6S}} FRC</code> works on everyone except {{CLabel|GGACR|Dizzy}}, with the caveat that it doesn't work on {{CLabel|GGACR|Johnny}} at point-blank range. | | * <code>{{clr|5|2D}}(1) > {{clr|3|[4]6S}} FRC</code> works on everyone except {{CLabel|GGACR|Dizzy}}, with the caveat that it doesn't work on {{CLabel|GGACR|Johnny}} at point-blank range. |
| * <code>{{clr|5|2D(2)}} > {{clr|3|[4]6S}} FRC</code> works on everyone except {{CLabel|GGACR|Chipp}} due to the risk of the second hit of {{clr|5|2D}} whiffing. | | * <code>{{clr|5|2D}}(2) > {{clr|3|[4]6S}} FRC</code> works on everyone except {{CLabel|GGACR|Chipp}} due to the risk of the second hit of {{clr|5|2D}} whiffing. |
| * <code>{{clr|5|2D(1/2)}} > {{clr|4|[4]6H}} FRC</code> works on the entire cast. | | * <code>{{clr|5|2D}}(1/2) > {{clr|4|[4]6H}} FRC</code> works on the entire cast. |
| * Other followups, like <code>{{clr|1|6P}} > 421X</code> and <code>Dash j.KSHD</code> work as well, but are more character-specific, and tend to be harder. | | * Other followups, like <code>{{clr|1|6P}} > 421X</code> and <code>Dash j.KSHD</code> work as well, but are more character-specific, and tend to be harder. |
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| {{clr|5|2D(1/2)}} > {{clr|3|[4]6S}}/{{clr|4|H}} FRC has another major benefit - it's an unprorated low, compared to {{clr|2|2K}}, which has 70% proration, meaning your combo will do more damage, outright, for an otherwise completely identical route. | | {{clr|5|2D}}(1/2) > {{clr|3|[4]6S}}/{{clr|4|H}} FRC has another major benefit - it's an unprorated low, compared to {{clr|2|2K}}, which has 70% proration, meaning your combo will do more damage, outright, for an otherwise completely identical route. |
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| This is also why it's important to, when possible, get as few hits of {{clr|3|S Mad Struggle}} as possible; each hit counts towards your combo's scaling, and eats into 7 guard bar units. Let's look at <code>{{clr|3|j.236S}} > {{clr|3|2S}}</code> as an example: | | This is also why it's important to, when possible, get as few hits of {{clr|3|S}} Mad Struggle as possible; each hit counts towards your combo's scaling, and eats into 7 guard bar units. Let's look at <code>{{clr|3|j.236S}} > {{clr|3|2S}}</code> as an example: |
| *<code>{{clr|3|j.236S(4)}} > {{clr|3|2S}}</code> does 54 damage on Sol, but the 2S only does 14. | | *<code>{{clr|3|j.236S}}(4) > {{clr|3|2S}}</code> does 54 damage on Sol, but the 2S only does 14. |
| *<code>{{clr|3|j.236S(3)}} > {{clr|3|2S}}</code> does 48 damage, but the 2S does 16 damage. | | *<code>{{clr|3|j.236S}}(3) > {{clr|3|2S}}</code> does 48 damage, but the 2S does 16 damage. |
| *<code>{{clr|3|j.236S(2)}} > {{clr|3|2S}}</code> does 41 damage, but the 2S does 18 damage. | | *<code>{{clr|3|j.236S}}(2) > {{clr|3|2S}}</code> does 41 damage, but the 2S does 18 damage. |
| So, if we continue with a longer combo, such as <code>{{clr|3|j.236S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|421P}} FRC > Dash {{clr|3|c.S(1)}} > {{clr|2|6K}} > {{clr|3|214S}}~{{clr|5|D}} > Dash {{clr|4|5H}} > 421X</code> | | So, if we continue with a longer combo, such as <code>{{clr|3|j.236S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|421P}} FRC > Dash {{clr|3|c.S}}(1) > {{clr|2|6K}} > {{clr|3|214S}}~{{clr|5|D}} > Dash {{clr|4|5H}} > 421X</code> |
| *<code>{{clr|3|j.236S(4)}} > ...</code> does 136 damage. | | *<code>{{clr|3|j.236S}}(4) > ...</code> does 136 damage. |
| *<code>{{clr|3|j.236S(3)}} > ...</code> does 146 damage. | | *<code>{{clr|3|j.236S}}(3) > ...</code> does 146 damage. |
| *<code>{{clr|3|j.236S(2)}} > ...</code> does 155 damage. | | *<code>{{clr|3|j.236S}}(2) > ...</code> does 155 damage. |
| Basically, if you do fewer small/gbm-expensive hits at the start of a combo, there's more damage 'left' in the combo for harder-hitting moves at the end. These optimizations are definitely minor, but essential for squeezing extra damage out of Venom. While "Venom does low damage" is slightly exaggerated, it's important to do what you can to keep his damage output competitive with other characters. | | Basically, if you do fewer small/gbm-expensive hits at the start of a combo, there's more damage 'left' in the combo for harder-hitting moves at the end. These optimizations are definitely minor, but essential for squeezing extra damage out of Venom. While "Venom does low damage" is slightly exaggerated, it's important to do what you can to keep his damage output competitive with other characters. |
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| Optimizations can include: | | Optimizations can include: |
| {| class="wikitable" border="1" style="min-width: 500px; width: 55%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" style="min-width: 500px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|f.S}} Route !! colspan=4| Works On | | ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|f.S}} Route !! colspan=4| Works On |
| |- | | |- |
| | colspan=3| Works on {{CLabel|GGACR|Axl Low|label=AX}}, {{CLabel|GGACR|Chipp Zanuff|label=CH}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|Faust|label=FA}}, {{CLabel|GGACR|I-No|label=IN}}, {{CLabel|GGACR|Jam Kuradoberi|label=JA}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Sol Badguy|label=SO}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Venom|label=VE}}, {{CLabel|GGACR|Zappa|label=ZA}} | | | colspan=3| {{CLabel|GGACR|Axl Low|label=AX}}, {{CLabel|GGACR|Chipp Zanuff|label=CH}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|Faust|label=FA}}, {{CLabel|GGACR|I-No|label=IN}}, {{CLabel|GGACR|Jam Kuradoberi|label=JA}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Sol Badguy|label=SO}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Venom|label=VE}}, {{CLabel|GGACR|Zappa|label=ZA}} |
| |- | | |- |
| ! Sample Route !! Damage !! Notes | | ! Sample Route !! Damage !! Notes |
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| |} | | |} |
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| {| class="wikitable" border="1" style="min-width: 500px; width: 55%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" style="min-width: 500px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|4|5H}} Route !! colspan=4| Works On | | ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|4|5H}} Route !! colspan=4| Works On |
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| |} | | |} |
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| {| class="wikitable" border="1" style="min-width: 500px; width: 55%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" style="min-width: 500px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|2S}} > {{clr|4|5H}} Route !! colspan=4| Works On | | ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|2S}} > {{clr|4|5H}} Route !! colspan=4| Works On |
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| |} | | |} |
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| {| class="wikitable" border="1" style="min-width: 500px; width: 55%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" style="min-width: 500px; width: 75%; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|2S}} > {{clr|4|2H}} Route !! colspan=4| Works On | | ! style="vertical-align: center; width: 10%;" rowspan=4| {{clr|3|2S}} > {{clr|4|2H}} Route !! colspan=4| Works On |
| |- | | |- |
| | colspan=3| {{CLabel|GGACR|Anji|label=AN}}, {{CLabel|GGACR|Baiken|label=BA}}, {{CLabel|GGACR|Bridget|label=BR}}, {{CLabel|GGACR|Chipp Zanuff|label=CH}}, {{CLabel|GGACR|Dizzy|label=DI}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|I-No|label=IN}}, {{CLabel|GGACR|Jam Kuradoberi|label=JA}}, {{CLabel|GGACR|Johnny|label=JO}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|Ky Kiske|label=KY}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Millia Rage|label=MI}}, {{CLabel|GGACR|Order-Sol|label=OR}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Robo-Ky|label=RO}}, {{CLabel|GGACR|Slayer|label=SL}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Venom|label=VE}},<br> {{CLabel|GGACR|Zappa|label=ZA}} | | | colspan=3| {{CLabel|GGACR|Anji|label=AN}}, {{CLabel|GGACR|Baiken|label=BA}}, {{CLabel|GGACR|Bridget|label=BR}}, {{CLabel|GGACR|Chipp Zanuff|label=CH}}, {{CLabel|GGACR|Dizzy|label=DI}}, {{CLabel|GGACR|Eddie|label=ED}}, {{CLabel|GGACR|I-No|label=IN}}, {{CLabel|GGACR|Jam Kuradoberi|label=JA}}, {{CLabel|GGACR|Johnny|label=JO}}, {{CLabel|GGACR|Justice|label=JU}}, {{CLabel|GGACR|Kliff|label=KL}}, {{CLabel|GGACR|Ky Kiske|label=KY}}, {{CLabel|GGACR|May|label=MA}}, {{CLabel|GGACR|Millia Rage|label=MI}}, {{CLabel|GGACR|Order-Sol|label=OR}}, {{CLabel|GGACR|Potemkin|label=PO}}, {{CLabel|GGACR|Robo-Ky|label=RO}}, {{CLabel|GGACR|Slayer|label=SL}}, {{CLabel|GGACR|Testament|label=TE}}, {{CLabel|GGACR|Venom|label=VE}}, {{CLabel|GGACR|Zappa|label=ZA}} |
| |- | | |- |
| ! Sample Route !! Damage !! Notes | | ! Sample Route !! Damage !! Notes |
| |- | | |- |
| | style="width: 35%" | {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|421P}} FRC > Dash {{clr|3|2S}} > {{clr|4|2H}} > [{{clr|1|421P}} > {{clr|3|2S}} > {{clr|4|2H}}]x2 > 421X || style="width: 12%" |206 on Anji<br>(vs. 202 for {{clr|3|2S}}) || Tends to require a microdash after {{clr|4|2H}} > {{clr|1|421P}}, but it's rather easy due to height at which DBC hits. Due to this combo's length, the floorslide may not knock down at high scalings. Consider ending early or an alternate ender. | | | style="width: 35%" | {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|421P}} FRC > Dash {{clr|3|2S}} > {{clr|4|2H}} > [{{clr|1|421P}} > {{clr|3|2S}} > {{clr|4|2H}}]x2 > 421X || style="width: 12%" |206 on Anji<br>(vs. 202 for {{clr|3|2S}}) || Tends to require a microdash after {{clr|4|2H}} > {{clr|1|421P}}, but it's rather easy due to height at which DBC hits. Due to this combo's length, the floorslide may not knock down at high scalings after multiple reps. Consider ending early or an alternate ender. |
| |} | | |} |
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| ===Damage Comparison on Mixups=== | | ===Damage Comparison on Mixups=== |
| Using Venom's midscreen B&B as a 'control,' this table will show what kind of damage you can expect from different starters. Note that this ''does not mean'' that you should only pursue the most damaging starters; they all have a place, and should all be represented to build a holistic mixup game. | | Using Venom's midscreen B&B as a 'control,' this table will show what kind of damage you can expect from different starters. Note that this ''does not mean'' that you should only pursue the most damaging starters; they all have a place, and should all be represented to build a holistic mixup game. |
| {| class="wikitable sortable" border="1" style="min-width: 500px; width: 50%; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" style="min-width: 500px; width: 50%; style="margin: 1em auto 1em auto;text-align: center" |
| ! rowspan=2| Starter !! rowspan=2| Combo Body !! rowspan=2| Damage | | ! rowspan=2| Starter !! rowspan=2| Combo Body !! rowspan=2| Damage |
| |- | | |- |
| | {{clr|2|5K}} > {{clr|3|c.S(3)}}<br>(90% prorate; control for an opening hit that's not a mixup option) | | | {{clr|2|5K}} > {{clr|3|c.S}}(3)<br>(90% prorate; control for an opening hit that's not a mixup option) |
| | rowspan="6" | ... > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|3|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X | | | rowspan="6" | ... > {{clr|2|6K}} > {{clr|3|[2]8S}} > {{clr|3|6K}} > {{clr|4|214H}}~{{clr|5|D}} > {{clr|3|f.S}} > 421X > 214X |
| | 113 | | | 113 |
| |- | | |- |
| | {{clr|2|2K}} > {{clr|3|c.S(3)}}<br>(Low, 70% prorate) | | | {{clr|2|2K}} > {{clr|3|c.S}}(3)<br>(Low, 70% prorate) |
| | 87 | | | 87 |
| |- | | |- |
| | {{clr|3|TK S Mad Struggle}} > {{clr|3|c.S(3)}}<br>(Overhead) | | | TK {{clr|3|j.236S}} > {{clr|3|c.S}}(3)<br>(Overhead) |
| | 127 | | | 127 |
| |- | | |- |
| | {{clr|5|2D(1)}} > {{clr|3|[4]6S}} FRC > {{clr|3|c.S(1)}}<br>(Low, 25 Tension) | | | {{clr|5|2D}}(1) > {{clr|3|[4]6S}} FRC > {{clr|3|c.S}}(1)<br>(Low, 25 Tension) |
| | 158 | | | 158 |
| |- | | |- |
| | {{clr|5|TK FB Mad Struggle}} > {{clr|3|c.S(1)}}<br>(Overhead, 25 Tension, 90% prorate, 2 hits) | | | TK {{clr|5|j.236D}} > {{clr|3|c.S}}(1)<br>(Overhead, 25 Tension, 90% prorate, 2 hits) |
| | 145 | | | 145 |
| |- | | |- |
| | Throw > {{clr|3|c.S(1)}}<br>(Non-strike, 50% prorate, 7 hits) | | | Throw > {{clr|3|c.S}}(1)<br>(Non-strike, 50% prorate, 7 hits) |
| | 97 | | | 97 |
| |} | | |} |
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| | {{clr|5|2D}} || Requires meter (Stinger FRC) or corner positioning (Carcass Raid > Microdash c.S) to pick up off of, but a strong starter nonetheless. | | | {{clr|5|2D}} || Requires meter (Stinger FRC) or corner positioning (Carcass Raid > Microdash c.S) to pick up off of, but a strong starter nonetheless. |
| |- | | |- |
| | {{clr|3|S Mad Struggle}} || Primary overhead threat. Most readily combos into {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, and {{clr|5|2D}}. | | | {{clr|3|S}} Mad Struggle || Primary overhead threat. Most readily combos into {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, and {{clr|5|2D}}. |
| |- | | |- |
| | {{clr|5|FB Mad Struggle}} || Same general uses cases as S Mad Struggle, but launches for wide-open air combo options.<br>Plus on block as well, making this a fantastic brute force tool.
| | | FB Mad Struggle || Same general uses cases as S Mad Struggle, but launches for wide-open air combo options.<br>Plus on block as well, making this a fantastic brute force tool. |
| |- | | |- |
| | Throw || Heavy proration, but will give you an opportunity to get lots of balls on the screen anywhere on screen with the right routes. | | | Throw || Heavy proration, but will give you an opportunity to get lots of balls on the screen anywhere on screen with the right routes. |
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| | {{clr|2|6K}} > {{clr|3|[2]8S}} || Start charging immediately after buffering 6K.<br>Essential for Venom's combo game. | | | {{clr|2|6K}} > {{clr|3|[2]8S}} || Start charging immediately after buffering 6K.<br>Essential for Venom's combo game. |
| |- | | |- |
| | {{clr|2|6K}} > 214X > Dash {{clr|1|6P}} or {{clr|3|c.S(1)}} || Niche replacement for {{clr|2|6K}} > {{clr|3|[2]8S}} that gets more balls on screen. Does not work at higher scalings. | | | {{clr|2|6K}} > 214X > Dash {{clr|1|6P}} or {{clr|3|c.S}}(1) || Niche replacement for {{clr|2|6K}} > {{clr|3|[2]8S}} that gets more balls on screen. Does not work at higher scalings. |
| |- | | |- |
| | {{clr|3|2S}}/{{clr|4|5H}} > {{clr|4|[4]6H}} FRC || Great string for tacking on damage and closing the gap on opponents to secure a knockdown or {{clr|3|c.S(3)}} launch. | | | {{clr|3|2S}}/{{clr|4|5H}} > {{clr|4|[4]6H}} FRC || Great string for tacking on damage and closing the gap on opponents to secure a knockdown or {{clr|3|c.S(3)}} launch. |
| |- | | |- |
| | j.KSHD || More or less corner only, though rare exceptions apply. Generally requires character- and situation-specific delays and routing alterations.<br>Depending on the starter, damage can be anything from paltry to stunning.<br>Fickle okizeme, depends on your ability to combo into {{clr|4|j.H}} (poor oki), {{clr|4|6H}} or {{clr|4|H Mad Struggle}} (workable oki), or {{clr|2|6K}} (good oki, but very difficult). | | | j.KSHD || More or less corner only, though rare exceptions apply. Generally requires character- and situation-specific delays and routing alterations.<br>Depending on the starter, damage can be anything from paltry to stunning.<br>Fickle okizeme, depends on your ability to combo into {{clr|4|j.H}} (poor oki), {{clr|4|6H}} or {{clr|4|H}} Mad Struggle (workable oki), or {{clr|2|6K}} (good oki, but very difficult). |
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| | {{clr|1|421P}} FRC<br>{{clr|3|421S}}~{{clr|5|D}} FRC<br>{{clr|4|421H}}~{{clr|5|D}} FRC || Add corner carry and/or extra damage to your combo.<br>Generally follow up with dashing {{clr|3|2S}} > {{clr|4|2H}} > 421X or dashing ({{clr|2|2K}}) > {{clr|3|c.S(1/2)}} > {{clr|2|6K}}. | | | {{clr|1|421P}} FRC<br>{{clr|3|421S}}~{{clr|5|D}} FRC<br>{{clr|4|421H}}~{{clr|5|D}} FRC || Add corner carry and/or extra damage to your combo.<br>Generally follow up with dashing {{clr|3|2S}} > {{clr|4|2H}} > 421X or dashing ({{clr|2|2K}}) > {{clr|3|c.S(1/2)}} > {{clr|2|6K}}. |
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| | |{{#ev:youtube|https://www.youtube.com/watch?v=jMExWcl3GjU|}} || {{#ev:youtube|https://youtu.be/pAozWZzwO7I|}} |
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GGACR|Venom|42px}}</center>
| | {{GGACR/Navigation}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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