Takeahnase (talk | contribs) (Added two corner low airdash jSD routes) |
Takeahnase (talk | contribs) (Separated out the corner routes into their own section, changed the Easy 6P route) |
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===Corner Combos=== | |||
{{TheoryBox | {{TheoryBox | ||
| Title = High Damage Corner Low Starter | | Title = High Damage Corner Low Starter | ||
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| Recipe = Low Airdash j.{{clr|3|S}}{{clr|5|D}}, {{clr|4|6H}} > {{clr|3|41236S}}, (Dash) {{clr|1|5P}} BH > IAD j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} | | Recipe = Low Airdash j.{{clr|3|S}}{{clr|5|D}}, {{clr|4|6H}} > {{clr|3|41236S}}, (Dash) {{clr|1|5P}} BH > IAD j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} | ||
| content = | | content = | ||
One of Venom's high damage high starter routes in the corner which works on most of the cast but the timing is most midweights and heavyweights. The dash makes makes the route more consistent on lightweights. You'll want to hit the jD as low as possible to you more time to link into {{clr|4|6H}}. Leaves you close enough to cancel {{clr|4|6H}} > 41236X. | One of Venom's high damage high starter routes in the corner which works on most of the cast but the timing is most lenient on midweights and heavyweights. The dash makes makes the route more consistent on lightweights. You'll want to hit the jD as low as possible to you more time to link into {{clr|4|6H}}. Leaves you close enough to cancel {{clr|4|6H}} > 41236X. | ||
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| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
| Recipe = {{clr|1|6P}} | | Recipe = {{clr|1|6P}} > j.{{clr|1|P}}{{clr|4|H}} | ||
| content = | | content = | ||
Simple route that gives you a knockdown as long as the 6P hits the opponent at a height slightly below the apex of their jump. | |||
'''Enders'''<br> | |||
<code>j.{{clr|4|H}} > 214P</code> - Follow up with falling j.{{clr|5|D}} BH to meaty your opponent with a ball. | |||
<br> | |||
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{{TheoryBox | {{TheoryBox | ||
| Title = Easy 6P counter hit route. | | Title = Easy 6P counter hit route. | ||
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The simplest CH {{clr|1|6P}} route that leads to knockdown. Beware of dialing this in without confirming the CH because the opponent will be able to forward air tech through the {{clr|4|6H}} on non counter hit {{clr|1|6P}}. | The simplest CH {{clr|1|6P}} route that leads to knockdown. Beware of dialing this in without confirming the CH because the opponent will be able to forward air tech through the {{clr|4|6H}} on non counter hit {{clr|1|6P}}. | ||
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{{TheoryBox | {{TheoryBox | ||
| Title = Standard 6P counter hit route. | | Title = Standard 6P counter hit route. | ||
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The B&B CH {{clr|1|6P}} that works for a variety of heights, with great damage and the same good corner carry and okizeme of {{clr|3|c.S(3)}} > IAD routes. The extra untech on CH {{clr|1|6P}} allows you to reliably hitconfirm this with practice. | The B&B CH {{clr|1|6P}} that works for a variety of heights, with great damage and the same good corner carry and okizeme of {{clr|3|c.S(3)}} > IAD routes. The extra untech on CH {{clr|1|6P}} allows you to reliably hitconfirm this with practice. | ||
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{{TheoryBox | {{TheoryBox | ||
| Title = Standard airthrow route. | | Title = Standard airthrow route. | ||
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You want to do a 66P input so the {{clr|1|6P}} hits the ball. | You want to do a 66P input so the {{clr|1|6P}} hits the ball. | ||
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{{TheoryBox | {{TheoryBox | ||
| Title = c.S Anti Air | | Title = c.S Anti Air | ||
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| Recipe = Anti Air {{clr|3|c.S}}(1/2) > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X | | Recipe = Anti Air {{clr|3|c.S}}(1/2) > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X | ||
| content = | | content = | ||
This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}, as these delays depend on the height you hit {{clr|3|c.S}}, and it may not always be possible to route into {{clr|4|6H}}. This can also be routed into from {{clr|1|6P}}. | This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}, as these delays depend on the height you hit {{clr|3|c.S}}, and it may not always be possible to route into {{clr|4|6H}}. | ||
This can also be routed into from {{clr|1|6P}} as long as the opponent is within {{clr|3|c.S}} proximity activation range. This occurs mostly against deep air approaches such as late in their airdash or a jump in. | |||
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Revision as of 00:11, 30 September 2022
A page for reformatting Xrd Venom's combo page.
Combo List
True Basics
Starter > c.S(2) > 2D(2) > 214X
An extremely un-flashy, but nonetheless essential, Venom combo. As superb as 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.
Starter > c.S(2) > 41236K > 5K > 6P > 6H
Venom requires different routing against normal-sized standing and crouching characters, and getting the more elaborate IAD crouching routes down can be difficult; consider this a simpler crouching combo that makes relatively few concessions.
B&Bs
Venom has two B&B routes, one of which works on standing characters, and the other which works on crouching characters.
Starting out, it can be tricky to identify which route to use in the heat of the moment. You can use your starter to help inform you; if your opponent got hit by a low mixup, that means they were standing, so you can generally go for the standing combo; the same applies for overhead starters translating to the crouching B&B.
Starter > c.S(3) > IAD j.SHD > 6H
Venom's route versus standing opponents. It requires minor timing alterations for some characters (namely a delayed airdash on light characters, but is fully universal and presents a great blend of corner carry, damage, and okizeme.
Despite being called the "standing B&B," this works on Bedman, Haehyun, Leo, and Potemkin while crouching, and should be used instead of the crouching route.
Enders
6H > 214X
- Typical midscreen ender, used for setting up single-ball okizeme.
6H > 41236X
- Corner-exclusive ender, used for setting up stronger oki in tandem with Ball Set and Stinger, or ball hit extensions.
Starter > c.S(1/2) > 41236S > 5P BHBall hit; denotes where a ball placed mid-combo or during oki should be hit > IAD j.SHD > 6H
Venom's route versus crouching opponents. It requires routing and timing alterations for some characters, but is fully universal and presents a great blend of corner carry, damage, and okizeme.
Corner Combos
2D(1) > [2]8S, Dash cS(1) > sj.KSHD > 6H
Venom's high damage low starter route in the corner. The 2D needs to be done nearly point blank for this to work, but this route is universal, though slight timing adjustments may be required on some characters.
Low Airdash j.SD, 6H > 41236K, Dash 5K > 6P BH > 6H
One of Venom's high damage high starter routes in the corner which works on most of the cast but the timing is most lenient on lightweights. You'll want to hit the jD as low as possible to you more time to link into 6H. Leaves you close enough to cancel 6H > 41236X.
Low Airdash j.SD, 6H > 41236S, (Dash) 5P BH > IAD j.SHD > 6H
One of Venom's high damage high starter routes in the corner which works on most of the cast but the timing is most lenient on midweights and heavyweights. The dash makes makes the route more consistent on lightweights. You'll want to hit the jD as low as possible to you more time to link into 6H. Leaves you close enough to cancel 6H > 41236X.
Anti air confirms
Relevant combos against airborn opponents
6P > j.PH
Simple route that gives you a knockdown as long as the 6P hits the opponent at a height slightly below the apex of their jump.
Enders
j.H > 214P
- Follow up with falling j.D BH to meaty your opponent with a ball.
Counter hit 6P > 6H > 214X
The simplest CH 6P route that leads to knockdown. Beware of dialing this in without confirming the CH because the opponent will be able to forward air tech through the 6H on non counter hit 6P.
Counter hit 6P > IAD > j.SHD > 6H > 214X
The B&B CH 6P that works for a variety of heights, with great damage and the same good corner carry and okizeme of c.S(3) > IAD routes. The extra untech on CH 6P allows you to reliably hitconfirm this with practice.
Airthrow > c.S(1) > 214K > dash 6P + Ball Hit > 6H > 214K
You want to do a 66P input so the 6P hits the ball.
Anti Air c.S(1/2) > j.KSHD > 6H > 214X
This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.KSHD, as these delays depend on the height you hit c.S, and it may not always be possible to route into 6H.
This can also be routed into from 6P as long as the opponent is within c.S proximity activation range. This occurs mostly against deep air approaches such as late in their airdash or a jump in.