User:NomadNoah/VenomCombos: Difference between revisions

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! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension Gain !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes
! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes
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| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|5|2D(2)}} > xSet || Anywhere || 71 || ~11% || {{clr|1|Very Easy}} || Any sort of gatling into a knockdown; damage is unimportant because this establishes oki. 2D(2) will not connect on Chipp in most situations; cancel 2D(1).
| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|5|2D(2)}} > xSet || Anywhere || 71 || Everyone || {{clr|1|Very Easy}} || Any sort of gatling into a knockdown; damage is unimportant because this establishes oki. 2D(2) will not connect on Chipp in most situations; cancel 2D(1).
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| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|4|5H}} > xDBC || Anywhere || 94 || ~15% || {{clr|1|Very Easy}} || 5H's stagger is required to combo into Dubious Curve on grounded normal hit.
| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|4|5H}} > xDBC || Anywhere || 94 || Everyone || {{clr|1|Very Easy}} || 5H's stagger is required to combo into Dubious Curve on grounded normal hit.
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! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension Gain !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes
! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes
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| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|5|2D(2)}} > xSet || Anywhere || 71 || ~11% || {{clr|1|Very Easy}} || Any sort of gatling into a knockdown; damage is unimportant because this establishes oki. 2D(2) will not connect on Chipp in most situations; cancel 2D(1).
| ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > xDBC > xSet || Anywhere || 80 || Everyone || {{clr|1|Very Easy}} || Basically the bare minimum. Grants one charged ball and one normal ball.
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| ({{clr|2|2K}}) > {{clr|3|c.S(2)}} > {{clr|3|2S}} > {{clr|4|5H}} > xDBC || Anywhere || 94 || ~15% || {{clr|1|Very Easy}} || 5H's stagger is required to combo into Dubious Curve on grounded normal hit.
| ({{clr|2|2K}}) > {{clr|3|c.S(3)}} > {{clr|2|6K}} > sCR || Anywhere || 80 || Everyone || {{clr|1|Very Easy}} || Basically the bare minimum. Grants one charged ball and one normal ball.
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Revision as of 05:04, 16 May 2022

Venom Specific Notation

Notation Full name Alternatives Meaning
xSet Ball Set 214X X will be substituted for whatever ball set is necessary. If any ball set works, it will just say xSet.
xDBC Dubious Curve 421X X will be substituted for whatever Dubious Curve is necessary. If any Dubious Curve works, it will just say xDBC.

Basically, any specified Ball Set/Dubious Curve requires that ball, but an unspeficied Ball Set/Dubious Curve means anything goes, and you should think about what you want to do for oki.

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 listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.

Beginner Combos

Below are the most basic and essential Venom combos. These combos work on (nearly) any opponent, and are very versatile, and most importantly, uphold his okizeme, which is where Venom will earn most of his damage, pressure, and corner carry.

Combo Position Damage Works On Difficulty Notes
(2K) > c.S(2) > 2S > 2D(2) > xSet Anywhere 71 Everyone Very Easy Any sort of gatling into a knockdown; damage is unimportant because this establishes oki. 2D(2) will not connect on Chipp in most situations; cancel 2D(1).
(2K) > c.S(2) > 2S > 5H > xDBC Anywhere 94 Everyone Very Easy 5H's stagger is required to combo into Dubious Curve on grounded normal hit.

Core B&Bs

This series of combos work on more or less the entire cast, and provides a good blend of damage, corner carry, and oki, with several variants providing different levels of ease and stability.

Combo Position Damage Works On Difficulty Notes
(2K) > c.S(3) > 6K > xDBC > xSet Anywhere 80 Everyone Very Easy Basically the bare minimum. Grants one charged ball and one normal ball.
(2K) > c.S(3) > 6K > sCR Anywhere 80 Everyone Very Easy Basically the bare minimum. Grants one charged ball and one normal ball.

Anti-air Combos

Anti-Air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K AA > 9j.K > air dash > j.S > j.H > 5S Anywhere 86 All Easy Decent anti air combo works at most heights unless very low.
5K AA > 9j.S > air dash > j.S > j.H > 5S > 5H Anywhere 112 All (Except Leo) Easy Decent anti air combo works at most heights unless very low.
CH 2S, c.S > 6H Anywhere 102 All Very Easy Simple Counterhit 2S anti air confirm.
CH 2S, 66 c.S > 2S > 2H Anywhere 106 All Easy Counterhit 2S anti air confirm that allows you to go into oki. You get more 1 more damage if you do f.S instead of 2S but that will make the combo much harder to perform
CH 2S, 66 c.S > 2H > 632146P Anywhere 190   All Easy Will fail if the CH 2S is too low and requires a dash to ensure you get the super.
CH 2S > 236P > 66 c.S > 214K > 66 c.S > 2H Anywhere 137 All Medium allows you to go into 2H oki
2H AA > 236P > 5K > 236K > 214K > 214K WS > 6H Near Corner 199-202 25% All Medium Depending on the distance from the corner the servant projectile will hit the opponent a different number of times, causing the (199-202) damage discrepancy.

Air-to-air Combos

Air-to-air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[j.K] or [j.S] or [j.H] > 236K Anywhere 44 / 49 / 41 7% / 8 / 7% All [1] Very Easy A fairly universal extension off air hits. Will always send opponents full-screen with enough time to prepare a summon with 236[P] or 236P. May need to slightly delay the 236K based on initial height and attack used.
[j.K] or [j.S] > 66 > dl.j.S > j.H > land > c.S > 2H Midscreen 89 / 94 ~14% All [2] Easy Fast air-to-air with good corner carry. j.S starter is slower and more height-dependent and allows you to go into 2H oki. Can be extended into a 632146P near the corner to get a wallbreak, but loses the potential corner pressure.

Can be linked into a safejump with 236[P], j > dl.66 > D > dl.j.P.

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D] 8, j.H(2) > j.K > jc > j.S > j.K > j.S > j.KK Anywhere 181 All Easy Optimised BnB that works on all characters. No delays required.
5[D] 8, j.H(2) > 9jc > j.H(2) > j.S > j.H(2)H Anywhere 182* SO, FA, ZA, AN, IN, GO Medium Character Specific route that does slightly more damage than the other BnB routes.

SO - 177, FA - 185, ZA - 198, AN - 191, IN - 194, GO - 174.

5D 66RRC > 236P > 66 c.S > 5H > 214K > 66 c.S > 5H /2H(oki) Anywhere but corner 94 / 93(oki) Medium Not supposed to hit the servant with c.S and you can sometimes swap sides after first 5H which will get you more damage. Can end with Forever Elysion Driver for 129 damage or use 2H to get 2H oki
5D 66RRC > 236P > 66 c.S > 2S > 214K >66 c.S > 6H(2) WS, > 6H Midscreen 135 All Easy https://streamable.com/27kxoj
5D 66RRC > 236P > 2H > 236K > 214K > 66 2D Anywhere but corner 98 Medium Hard 2D allows you do set a servant which can be better for okizeme.
5D RRC > 236P > 2H > dl 236K > c.S > 214K > c.S > 5H corner(no servant) 104 Medium Gets throw off by a servant and can wall splat earlier fairly easily due to wall mechanics
CH 2D > 236P > 2K > 2D > 214K > 66 c.S > 5H/2H Anywhere 124 All Easy Can go into 2H oki
5D 66RRC~2H >236K> 236[P] > ws 5K > ws 5D>c.S > 6H(2) WS> 66 5[D] Corner 154 All Easy https://streamable.com/k6rbvn

Ground Throw Starter

Ground Throw Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
[4D or 6D] > 2H Anywhere 94 14% Everyone [1] Very Easy Other OTG options include c.S, 5H(2) (which surprisingly hits twice), 5[D] (and by extension 5D), 6H(1), 2P, 2K, 2S (Corner only), 2D, 216K, and 236K. For some of these options you may have to dash.
[4D or 6D] > 2H > 66RRC > c.S > ... Anywhere 99 -35% Everyone [2] Easy For when you don't have enough tension to RC the throw itself, but just enough to RC after the OTG, AND you want to kill. This sweet spot is between 36% and 39% tension. c.S leaves room for further pressure by jump cancelling or cancelling into 236P/236[P]
[4D or 6D] > PRC, 236P, 5K > (214K)xN Anywhere 119 -39~% Everyone [3] Medium Burst-safe route. Places the opponent higher in the air to aid in the burst punish. In the corner, use 44PRC for burst safety. WS after the 3rd 214K. If you accidentally get RRC, use 6H*(1) > (214K)xN ender instead.
[4D or 6D] > PRC, 236P, c.S > 2H > 236K~236P, [dl.c.S > 2H > 216K]x2, 6H WS, 5[D] Corner 173 -37% WB   [4] Hard Corner combo that uses the PRC and wall bounce to summon 2 servants mid-combo.

Special Move Starter

Special Move Starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 236K > 5P > 6H > 236P (setup) Corner 2D > 236K is a natural frame trap and can be converted into a combo in the corner. Keep in mind that 236K is unsafe without using Servant gauge.

Combo Theory

Video Examples