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== Venom Specific Notation == | |||
=== Charged Balls === | |||
Venom's balls can be one of 4 levels: 0, 1, 2, and 3. | Venom's balls can be one of 4 levels: 0, 1, 2, and 3. | ||
Unless otherwise stated one can assume that specials will always be used to produce level 0 balls. | Unless otherwise stated one can assume that specials will always be used to produce level 0 balls. | ||
If a special will be used to create a ball other than level 0 the notation will be Move(LN) where N is the level of the ball. | If a special will be used to create a ball other than level 0 the notation will be Move(LN) where N is the level of the ball. | ||
=== Spin === | |||
Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball. | |||
Unless stated otherwise the default ball behavior, Top-Spin, will be assumed. | |||
Back-Spin is the alternate ball movement and works as follows: | |||
:*To backspin a Stinger press down at approximately the time that the stringer ball is created. | |||
:*To backspin a Carcass Raid press back instead. | |||
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==Combo List== | ==Combo List== |
Revision as of 17:46, 28 March 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Venom Specific Notation
Charged Balls
Venom's balls can be one of 4 levels: 0, 1, 2, and 3.
Unless otherwise stated one can assume that specials will always be used to produce level 0 balls.
If a special will be used to create a ball other than level 0 the notation will be Move(LN) where N is the level of the ball.
Spin
Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball. Unless stated otherwise the default ball behavior, Top-Spin, will be assumed.
Back-Spin is the alternate ball movement and works as follows:
- To backspin a Stinger press down at approximately the time that the stringer ball is created.
- To backspin a Carcass Raid press back instead.
Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Entries listed in DarkKhaki are either optional or situational.
- Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
Standard Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K > cS(3) > IAD > jSHD ▷ 6H | any | 120 | 20 | all standing | [1] very easy MA: [2] easy | Must delay before jS for millia. |
2K > cS(2) > kQV > 5K > 6P BH > 6H | any | 116 | 22 | all crouching | [1] very easy | In the corner can be ended with QV. |
2K > cS(3) > IAD > jSHD ▷ 6H > pQV | corner | 130 | 24 | all standing | [1] very easy | Grants P ball. Must delay before jS for millia. |
2K > cS(3) > IAD > jSHD ▷ 6H > sQV > 5P > IAD > jSHD ▷ 6H > pQV | corner | 164 | 28 | middle weights standing | [1] very easy | Grants P ball. |
2K > cS(2) > sQV > 5p BH > IAD > jSHD ▷ 6H | any | 125 | 23 | all crouching | [2] easy | In the corner can be ended with QV. |
2K > cS(3) > kQV > 6P BH > 6H > pQV > 5P > 6H | corner | 152 | 23 | all standing -heavy weights | [2] easy | |
cS(2) > 5H > sQV > 6P BH > IAD > jSHD > 6H > QV | corner | 169 | 25 | all crouching-heavy weights | [2] easy | |
2K > cS(3) > pQV > 66 jKSH > (delay) jD ▷ 6H | midscreen | 123 | 23 | all standing -heavy weights | [3] medium | Grants P ball. the delay timing on jH and jD is character specific. |
2K > cS(3) > sQV > 66 jKSH > (delay) jD ▷ 66 > jKSH > (delay) jD ▷ 6H > pQV | corner | 141 | 27 | all standing -heavy weights | [4] tricky | Grants S and P ball. the delay timing on jH and jD is character specific. |
2K > cS(3) > pQV > 66 jKSH > (delay) jD ▷ 66 > jKSH > (delay) jD ▷ 6H | midscreen | 138 | 27 | all standing -heavy weights | [5] hard | Extension of normal variant. Grants P ball. the delay timing on jH and jD is character specific. |
2K > cS(3) > IAD > jSH > (delay) jD ▷ 66 > jKSH > (delay) jD ▷ 6H > sDarkAngel | corner | 166 | -30 | all standing | [5] hard | The delay timing on jH and jD is character specific. |
2K > cS(3) > IAD > jSH > (delay) jD ▷ 66 > jKSH > (delay) jD ▷ 6H | any | 144 | 25 | all standing | [5] hard | the delay timing on jH and jD is character specific |
Note: Potemkin, Leo, Bedman, and Haehyun can be combo'ed using cS(3) while they are crouching. Other characters must be combo'ed with cS(2) routes.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P > cS(1) > jPH | any | 70 | 12 | all | [1] very easy | cS is preferred, but only works at very close range. |
[pQV > 66 5P]x4 > 6H | midscreen | 125 | 20 | VE, JO | [5] hard | QV walk. For Style Points. |
TK hMS(1st kick hit) > RRC > pSet > 6H > kQV > 6P BH > 6H > sQV > 6P > IAD > jSHD > 6H | corner | ~250 | -~35 | EL standing | [6] very hard | Damage, and timings vary based on MS height and hits. |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
corner throw > 6H > kQV > cS(2) > 6P BH > 6H > pQV | corner | 91 | 22 | all | [1] very easy | Grants P ball. |
corner throw > 44 6P > kQV > 6P BH > 6H | corner | 75 | 15 | all | [1] very easy | burst safe |
throw > 66 2H > sCR > 6H | midscreen | 64 | 25 | all | [1] very easy | |
throw > 66 5H > kQV(level 1) | midscreen | 46 | 10 | all | [1] very easy | Grants Level 1 K ball. |
throw > 66 cS(3) > sCR > IAD > jSHD ▷ 6H | midscreen | 75 | 20 | all | [2] easy | |
throw > 66 5H > kQV(L1) > sSA(L1) Top-Spin BH > sSA(L0) BH > 66 5P BH | midscreen | N/A | 25 | all | [3] medium | Not a real combo, forces the opponent to choose between losing tension or taking massive amounts of chip damage which ignores guts. Also allows for strong mixups with the last charged ball. |
corner throw > 44 6P > kQV > 6P BH > 6H > kQV > 6P BH > IAD > jSHD ▷ 6H > pQV | corner | 215 | 21 | middle weights | [5] hard | Burst Punish. Grants P ball. |
corner throw > 44 6P > kQV > 66 5P > 6P BH > 6H > pQV > 5P BH > IAD > jSHD ▷ 6H > sQV > 6P > IAD > jSHD ▷ 6H | corner | 267 | 26 | light weights | [6] very hard | Burst Punish. |
throw > 66 6P > IAD > jD > IAD > jSHD ▷ 66 > jKSHD ▷ 6H | corner | 100 | 20 | all | [6] very hard | coast to coast corner carry. must HJ on the second IAD against May, I-No, Ram, and Baiken. Initial dash must be extra short against Elphelt. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
throw ▷ cS(1) > kSet > 66 6P > 6H | midscreen | 64 | 15 | all | [1] very easy | |
low corner throw ▷ cS(1) > JC > jKSHD ▷ 6H > pQV | corner | 74 | 15 | all | [1] very easy |
Counter-hit Combos
Note: these combos are only possible if the starter is a counter-hit.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P > 6H | all | 70 | 8 | all | [1] very easy | please do not auto pilot this |
hQV > 66 6P > 6H | midscreen | 116 | 10 | all | [1] very easy | |
pQV > 66 5K > 6H | midscreen | 95 | 10 | all | [1] very easy | |
pQV > 66 5K > IAD > jSHD > 6H | midscreen | 145 | 15 | midscreen | [3] medium | |
5H > sQV > [5P > pQV]x5 > 5P > 6H | corner | 176 | 24 | VE | [5] hard | |
kQV > 66 jS > jS > JC jSH > (delay) jD > 6H > sQV > 6P > 6H | midscreen | 156 | 20 | middle weights | [5] hard |
2D Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D(1) > P-in-K BH > kQV > 6P BH > 6H | any | 150 | 12 | all -heavy weights | [1] very easy | requires a PK ball setup before the combo starts |
2D(2) > hDHM(3) > RRC > 66 jKSH > (delay) jD ▷ 6H > pQV | any | ~125 | -35 | all | [2] easy | number of hits on hDHM changes timings. |
2D(1) > P-in-K BH > pQV > 5p BH > IAD > jKSHD ▷ 6H | any | 153 | 20 | all -heavy weights | [4] tricky | requires a PK ball setup before the combo starts |
2D(1) > sCR > 66 cS(1) > HJC jKSHD ▷ 6H | corner | 145 | 15 | all | [4] tricky |
5D Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5D6 > [5H]x3 > 6H | corner | 113 | 18 | all | [1] very easy | |
5D8 > jD > jD > jKS DJC > jKSHD | any | 107 | 20 | all | [1] very easy | does not give oki |
5D6 > 5H > 5H > Hset > [sQV > 5P]x2 > 6H | corner | 112 | 22 | all | [2] easy | |
5D6 > 5H > 5H > Hset > cS(2) > BRO > [2P > sCR]x5 > 2D | corner | 135 | -45 | all | [2] easy | Style points |
Instant Kill Combos
Combo | Position | Tension Required | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
throw > RRC > Instant Kill | any | 100 | all | [2] easy | |
throw towards corner > 5p > Instant Kill | corner | 50 | all | [2] easy | |
5D6 > RRC > Instant Kill | corner | 100 | all | [2] easy |
Combo Theory
Desired Starters
- Venom's midscreen combos for the most part can be split into two types: standing and crouching confirms.
Standing Opponents
- cS(3) is your ideal starter against standing opponents in addition to Potemkin, Bedman, Haehyun, and Leo in their crouching state.
cS(3) launches the opponent into the air. cS(3) launcher can be followed up with an IAD or a QV. IAD timings vary based on character weight and air hurtboxes. Against Jam and Millia the delay needs to be longer, and the time before the air buttons must be longer. Sometimes 2866 is easier on an individual basis. It even works with a prorated starter (5P, 2P, 5K, or 2K). Against Lightweights it’s easier to follow up cS(3) with the QV 669 route, but this QV route does not work on heavy weights.
Crouching Opponents
- 2D or cS(2)/5HS > QV are your most reliable starters against crouching opponents.
2D is the easiest route, and can be chained into from any normal which does not cause a knockdown except for 5H. Spacing matters because at max range 2K>2D will not knockdown. Alternatively one can go for QV routes which get more damage and more corner carry, but have character specific oddities.
Combo Enders
- Routing for the appropriate ender is important for Venom, and the ender of choice changes his oki options.
Venom's most common enders are:
- 6H - long range ender which grants access to far 1 ball oki
- QV - grants access to 2+ ball oki and charged SSA/SCR oki. Very powerful, but often is dependent on the corner
- 2D - grants access to close 1-2 ball oki.
- jH - places the enemy directly below the point they are hit. Allows for close range 1 ball oki, or for meaty crossups
Video Examples
Combo Demonstration Playlist by Tarkus
Basic Combo Demonstrations
Standing Confirm | |
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Crouching Confirm | |
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{{#evt: service=youtube |
id=https://youtu.be/-PnyNHvErnw
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