GGXRD-R2/Venom/Combos: Difference between revisions

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<big>'''Venom Specific Notation'''</big>
== 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
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
sj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
JC = Jump Cancel
DJC = Double Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
[ ] = Hold input.
] [ = Release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???]xN = Repeat ??? N amount of times.
[X]or[Y] = Perform series of actions X or Y.
AN = Answer
AX = Axl
BA = Baiken
BE = Bedman
CH = Chipp
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Haehyun
KY = Ky
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin
SL = Slayer
SO = Sol
VE = Venom
ZT = Zato


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

cS starter
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.
miscellaneous starters
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

ground throw starter
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.
air throw starter
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.
QV starter
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

{{#evt: service=youtube

id=https://youtu.be/GoxEDSDplu8

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Crouching Confirm

{{#evt: service=youtube

id=https://youtu.be/-PnyNHvErnw

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