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DaiAndOh

[Xrd] Venom Formations and Ball Setups Thread

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The purpose of this thread is catalog the uses for various formations and setups, in use of neutral, pressure, okizeme, etc.

See formation images and basic use for references here: http://www.dustloop.com/wiki/index.php?title=Venom_(GGXRD)#Ball_Formations

One Ball Formations
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P:
 
Setting and tapping 5P is Venom's fastest way to get a slow ball in motion. This will cover height around Venom's shoulder. It can work for basic approach or zoning, and because of the height, help with your AA game. Speaking of which, as the ball descends from the summon, you can also hit it with 6P to send it as an AA angle.
 
If the opponent is in f.S range and you have a P ball set, hitting the opponent with f.S and sending the ball will give you additional plus frames on hit or block (as does hitting opponents with Venom's moves while they send balls, but f.S is notable for its poking range).
 
5HS sends the ball fast, which has its uses.
 
Hold the button to teleport isn't too useful outside of using the almighty j.D ball hit. It's so good it just might be worth it.
 
Hitting it Stinger S will set the ball right on Venom's body while Stinger H will set a ball out further. In addition, if you tap it first, let it travel a bit, then Stinger H, the ball be set near the opponent. Use Venom's teleport to help take advantage of these situations.
 
S Carcass will also put the ball on Venom's body.

 

When getting a low knockdown via j.HS, cancel it into an air P summon and hit j.D right away to set a ball at them. In some situations, you can also hit it with j.K.
 
K:
 
K ball is one of Venom's primary okizeme options. After a knockdown (6HS, 2D, QV), place a K ball. As they get up, hit the ball with a running j.K or j.S. j.S will hit the ball faster, so wait an extra moment if you use that (more on that later). If done right, the ball will meaty the opponent. Depending on your spacing, you can end up on either side of the opponent. Your options from there:

Land on either side, 2K.
 
Airdash towards the opponent before landing. If you didn't crossup or are in the corner, you can use two jump normals, or three depending on the height (such as j.SPS). If you confirm they blocked, you can throw in a mad struggle too for more overheads/guard bar.
 
If you did crossup, you can airdash backwards with j.S for your mixup. You can also airdash backwards j.P (which will whiff)and throw.
 
In the corner, you use j.S coming down after you hit the ball (and cancel into Mad Struggle if you wish).
 
If you're baiting a DP, use dash j.K over j.S (as I added below) as the recovery is significantly less on the move. You can FD on the way down. While this will hurt your mixup options if they don't DP, they're still blocking the ball.
 
On the topic of j.K vs. j.S, SnowMonkeyFunky did a nice writeup:
-Dash jump jS is almost always better for K ball oki midscreen than dash jK.

Why?
*-In situations where the dash jump causes a crossup (IE almost everything ending in 2D), the jK would make the ball push the dummy away, making the low mixup of 2K clS come out as 2K fS and not allowing a followup normal on P QV from the high option. The reason for this is probably because the ball hits after you go to the other side of your opponent, reversing the knockback. The dash jS has an easier time hitting the ball in such a way that the dummy is pushed towards you as you go to the other side and land 2K/reverse airdash jS. This makes both followup combos not only possible off K ball oki, but also far easier than done from a neutral state.

**-THEORY: I haven’t fully tested this, but it could be a useful gimmick. Because dash jK ball hits as you’re on the other side of the opponent as a crossup, and dash jS hits while you’re still on their front side, POSSIBLE four way mixup? If this is true, people familiar with Venom will know which way to block initially depending on the air normal used, but still useful for messing with people without much experience in this matchup.

**-One exception (so far); Faust. His hitbox is super wide and really short so for knockdowns off of 2D he's better off getting dash jK over dash jS.

*-for knockdowns off of 6HS, the dash jS hits the K ball at a more shallow horizontal angle, and at a faster speed. Both jS and jK are possible, but dash jS hits meaty a LOT more consistently. This comes at a price though, because at certain timings they will be pushed back too far for the low option of 2K clS(3) to work. Still possible, but very unforgiving if you botch the timing. Basically, if you’re not confident in your timing and you’ve conditioned your opponent to stay still on oki, then dash jK is overall a lot easier.

*-The only situation midscreen where dash jK is favorable is off of 1-2 point blank low pushback hits into 2D. The awkward range seems to be the knockdown distance between dash momentum 2K 2D xx K ball and point blank no dash momentum 2K clS (1) 2D xx K ball. This is because if they decide to crouch, the jS' ball hit angle will make it whiff. If you feel like you really would rather set up dash jS midscreen off of a close 2K or something similar, do either 2K clS (2) 2D xx K ball stuff or 2K 2S 2D xx K ball stuff. Be aware of this range when setting up K ball off of 2D from a gatling.
 
*-Dai's Addendum, j.K is favorable if you're coming down with FD, which is an effective way to bait DPs. This is because j.K has significantly less recovery frames compared to j.S.

What about the corner?:
*-Corner K ball oki actually benefits more from dash jK's vertical angle and slower speed for both primary knockdowns. I couldn't really find any situations where dash jS would be favorable here. Note that if you end a combo in a really close 6HS xx K ball, they K ball may whiff on a crouching opponent. In this case, something like K > S ball set after 6HS compensates by putting the K ball at a position closer to +R’s K ball sweet spot, making it uncrouchable, as well as giving you a second ball for various little gimmicks.

How do you time dash jS for K ball oki?:
*-The best way I can describe it for off a 2D is that you are reacting to their rising animation and inputting dash jS as they're getting up. This is a good bit later than dash jK's preemptively timed hit. To test if you're timing it right, record the dummy to stand there for about a second, then hold up for five or so seconds. Hit playback, then do 2K 2S 2D xx K ball, react to rising and dash jump jS. If they get hit by the ball and they're still standing, you timed it right. Also be sure to practice against lower crouchers like Zato/Venom/Faust/etc. You can also do slight delay into longer dash jS. A little more strict when doing your followup, but still possible with practice.

-For off of 6HS it's only a miniscule delay. The extra speed and shallow angle make it so that there isn't much difference between using dash jK and dash jS.
 
Other uses, j.P can have the ball cover the space at normal jump height, and it can be hit by ground 6P for more AA attempts.
 
Holding the button to teleport gets Venom higher up, and again you can j.D here to control a lot of space.
 
S:
 
Placing the ball behind Venom usually isn't too useful on its own. However, holding the button to teleport can come in handy more than most situations, here given that Venom will actually retreat. In the end though, S formation on its own will probably be mostly used for QV combos.
 
HS:

After midscreen knockdown, HS ball into dash buffer jump gives the perfect timing for a safe jump. If you press j.S just before the attack can hit the opponent, it will instead hit H ball and keep the opponent in block stun so you can safely go low without getting thrown. For 25 meter, you can YRC right before you get to the ball and either airdash forward or land and go low (the YRC should mess their reversal timing up).

In addition, you may be able to safejump with j.HS. This will go past the ball. The opponent is likely to block, so followup with S Mad Struggle to start your pressure with a ball behind you (they may also get hit simply because double overhead).

Note that safejump j.S, because you whiff the opponent, you will not get put into Blitz Rejection. Blitz Shield will reject the j.HS variant though, which is why it's best to use against people conditioned a bit by j.S (or people experienced in the matchup).

 
Holding to teleport, you can only come down with j.P. Teleporting after the set though will put you in a position to do any jump normal. HS ball teleports are useful because of where the ball goes, similar to teleporting after hitting a ball with HS Stinger Aim.
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Two Ball Formations
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K>P:

 

After doing a K QV ender while not in the corner, set the P ball and tap it. Set a HS Ball, followed by a dash f.S and cancel into teleport to crossup the opponent. Demonstration here from Eshi: https://www.youtube.com/watch?v=FN5MbNxLu4Q

S>P:

One of Isamu (as well as my own) favorite oki formations. Midscreen do a slight dash 5K so that the balls are hit at the same time, while closer to the corner you get advantage out of it by doing dashing 5P. Only effective midscreen against people with later wake up times or when baiting excessive reversal users. Because you have two balls traveling with plenty of advantage, it's effective against blitz shield and reversals, and otherwise forces the opponent to block long enough to go for high/low, start pressure, or set up another ball in the corner.
 
P>K:
 
This formation has has a few primary uses. The first is that tapping the P Ball with 5P then doing a HS or P summon will split the balls and send them in a nice arc (use if you want to continue zoning). You can also send 3 balls from the formation with a dashing 5P followed by HS or P summon.
 
The second is that j.K can cause a decent stagger on the two balls, but it will send them downward. Maybe useful if you think your opponent will remain grounded.
 
In addition, you can tap the K ball with a j.P and follow up with a j.K for the P ball. This can help your approach significantly given the space control on the air and ground formations. If you want more immediate space control you can come down with j.D

 

Lastly, this formation is great with corner okizeme too! Tap the P ball to make opponents block then do your usual corner K Ball oki! Demonstration by Eshi: https://www.youtube.com/watch?v=vz3sWeB8TJ0
 
P>HS:
 
Noted for the teleport cancel. Pressing j.P right away will only send the top ball to cover jump heights, a slight delay will send both balls covering a good chunk of the screen. You can also press j.S to send the P Ball downward. Recommend in zoning wars if you have time to set it up.
 
S>HS:
 
Venom's go to zoning formation, immediately tap 5P after placing HS to cover high and low spots on the screen. You can throw in a P Ball right afterward to cover in a straight line for backup.
 
Teleporting after this formation will put you in range of the S ball, letting you access all of Venom's jump hits with two balls.
 
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Three Ball Formations
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S>HS>P:
 
Tapping with 5P is a solid 3 ball zoning setup, but S and HS balls are a bit too far away from Venom for my personal taste.

P>S>HS:
 
On the other hand, the balls split in this one closer to Venom. Similar screen coverage to S>HS followed by P Ball, but in a different wave.
 
K>S>HS:
 
If you want to approach off of S>HS, you can add a K ball in there. Split S>HS with 5P immediately as usual, then teleport asap to reach the K ball. You can airdash out of this too with multiple jump normals, may be favorable depending on opponents location.
 
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Four Ball Formations
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P:
 
Heaven forbid you set this up with all the time in the world and launch with 6HS, it will do 172 damage. Possibly something to keep in mind, but 99% useless.
 
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S > P ball is a pretty good formation for corner pressure. If you walk forward slightly and press 5P, it will hit both balls at the same time in a straight line.

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Yeah that's one of my favorite oki formations. You can use it midscreen with 5K instead of 5P, especially against people with more wakeup time so the first ball is meaty. Strong against Blitz as well. You can see Isamu get a lot of use out of it.

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3 ball formation:

P>K (move half a character length forward) 5P>P

Calls 2 balls, the 5p activates first p ball of , then the second p summon moves the k ball to get hit by the first p ball, and then after k ball bounces off the p ball, the second summoned p ball gets hit by the k ball.

Allows for a few cool things:

1.Setup time is near that of any 2 ball pattern with the only increase in time coming from the slight forward movement.

2. Only one 5p is needed to activate 3 balls.

4 ball formation since there are none listed:

H>S>K>P>6H

All 4 balls launched and combo from a strong attack. The reason for this rarely if ever used pattern is it does a whopping 172 damage from full screen. Probably rarely be able to get this off but it looks EXACTLY like the the ending pattern of S>H>K>P

The difference being that the shkp6p pattern wont hit 4 times. It will only hit 3 times which makes me think asw didnt want venoms best 2 ball pattern going into such a highly damaging 4 ball pattern...

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My Venom play thus far primarily focuses on setplay formations. I'll add my notes here since this thread seems to cover formations in all of its uses.

 

H Ball

After midscreen knockdown, H ball into dash buffer jump gives the perfect timing for a safe jump. If you press jS just before the attack can hit the opponent, it will instead hit H ball and keep the opponent in block stun so you can safely go low without getting thrown. For 25 meter, you can do jS YRC to both force the opponent to block and go for IAD high or landing low for an unreactable 50/50.

 

If you lay H ball on a cornered opponent then you can instead do IAD jK. It stays active so long that it hits H ball while descending, forcing another 50/50 with delayed j236S or land > 2K/D. IAD jK will whiff on low crouch characters like Faust however. 

 

P > K Ball

5K the P ball to force blocking and dash jS the K ball for safe & guaranteed pressure. Can fit in a second jS before landing if timed correctly, then land and 2K/D for a low or jump cancel j236C for a high. On characters without a DP, you can safely dash jK the K ball without touching P ball so it can be used later for pressure. 

 

42136K > P Ball > 5P > H Ball > dash fS > teleport

This is a very sneaky crouch combo ender! 5P hits the P ball but misses K ball, then H ball moves K ball behind the opponent. The dash fS hits H ball so that both connect from the front, while teleport goes behind the opponent for a cross-up.

 

Air P ball

I want to throw this in because it confused me for a while how to confirm jH knockdown into oki, which is especially important off of anti-air 6P. Do 6P > cS (1 hit) > jH > air P ball > falling jD. This will launch the P ball at the opponent just before you land to give you an opportunity for pressure. For guaranteed oki, you can YRC the jD and air dash. 

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Couple of questions:

To clarify, the combo is over after the QV in the crossup setup, followed by 214P and then the oki sequence?

Air P ball, I think you can do other falling jump normals to keep them blocking on wakeup as well? j.D of course is amazing but maybe the 5 frames of landing recovery might favor other normals if that's the case.

Regarding HS Ball (and thank you for basically writing up and making my job all the easier), on YRC I don't think you should bother hitting the ball and just empty YRC > Airdash/Low. YRC slowdown will fuck their reversal timing and mashing. and you'll still have the mixup. You can also safejump I believe with j.HS to ignore the ball, and followup with S Mad Struggle, starting your pressure and keeping the ball out. Good after a little conditioning from the j.S variant.

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Couple of questions:

To clarify, the combo is over after the QV in the crossup setup, followed by 214P and then the oki sequence?

Air P ball, I think you can do other falling jump normals to keep them blocking on wakeup as well? j.D of course is amazing but maybe the 5 frames of landing recovery might favor other normals if that's the case.

Regarding HS Ball (and thank you for basically writing up and making my job all the easier), on YRC I don't think you should bother hitting the ball and just empty YRC > Airdash/Low. YRC slowdown will fuck their reversal timing and mashing. and you'll still have the mixup. You can also safejump I believe with j.HS to ignore the ball, and followup with S Mad Struggle, starting your pressure and keeping the ball out. Good after a little conditioning from the j.S variant.

1) Yes, K QV is the combo ender for this setup.

 

2) I'm not sure, the problem I had was that all my jumping normals missed the P ball while falling or hit the ball at an angle the opponent didn't have to block. I learned the setup from taking notes on Fino matches last night & he always used jD. jD YRC makes it much stronger of course!

 

3) I think without hitting the ball, the opponent can just stand block and mash H to throw Venom out of landing. I haven't tried it though. I'll play around with jH tonight too! 

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On 3. You may not land after YRCing, since you jump towards the ball press YRC, then either land 2K/2D or Airdash. Although I suppose throws aren't affected by YRC slowdown, their reversal timing is still messed with, making it hard to throw your meaty.

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For visual reference, here's an example of the cross-up setup. I'll try to make recordings for other tricky setups too! https://www.youtube.com/watch?v=FN5MbNxLu4Q

 

Demonstration of corner P > K ball formation: https://www.youtube.com/watch?v=vz3sWeB8TJ0

 

of corner P > HS ball YRC formation: https://www.youtube.com/watch?v=jKFJsUT2Tyg

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Just a little more to add to the P > K Formation, you can instead do j.P to hit the K ball and on the way down j.D on the P to provide a really aggressive way of controlling your immediate space as a worthy alternative to j.K on the way down. 

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Summon K , summon P ,5P,  stinger aim 

It's pretty useful full screen for zoning, it also leaves a P ball in front of you after the clash, and you can summon another ball or do what ever you want after,pretty flexible imo

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I played around with the last one Sine, I'm a bit iffy since it doesn't cover the air well and I can't 6P the resulting ball. Thoughts?

 

Outside of that, thread updated.

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You can actually 6P the 5P ball that's there.

https://www.youtube.com/watch?v=Iqx0GwpOZ_s&list=UUbULnKRk9AsVDFEq2KQanqw

 

you can do stinger aim a bit faster than i did in the vid, but yea. Also, I know not everyone has access to recording equipment or cell phones (lol)

but i would be great for beginners to have a visual reference for each of these formations and setups so they know if they are doing it right. 
So, like Eishi did, we should make a video illustrating each formation or setup if we can, Just a suggestion 

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I've been messing around with oki using K ball, P ball. If you 5P the P ball before it's set, it'll pass right over the K ball without touching, allowing for warp shenanigans right on top of them with minimal interference. I'll have to try it out against people though.

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You can actually 6P the 5P ball that's there.

https://www.youtube.com/watch?v=Iqx0GwpOZ_s&list=UUbULnKRk9AsVDFEq2KQanqw

 

you can do stinger aim a bit faster than i did in the vid, but yea. Also, I know not everyone has access to recording equipment or cell phones (lol)

but i would be great for beginners to have a visual reference for each of these formations and setups so they know if they are doing it right. 

So, like Eishi did, we should make a video illustrating each formation or setup if we can, Just a suggestion 

 

 

I made a mistake in testing the sequence actually, my fault.

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I made some more videos! I ordered an avermedia LGP finally so I should have much longer & higher quality videos in the future.

 

Here's a demo of H ball oki with jH safejump, jS whiff into 2D, and a bonus fuzzy guard I found in a Fino match. 

https://www.youtube.com/watch?v=-xXxycJQOKI

 

Here's more options with P > K ball setup in the corner, this time demoing setplay pressure instead of 50/50s. 

https://www.youtube.com/watch?v=TkIESvZoybI

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The fuzzy guard, could you do a RC to pickup instead of Red Hail?

Playing around with it, midscreen you can do

j.H> RC> j.S > j.H |> 2k > 2D into oki again. j.K > j.S works too, I don't think you land close enough for c.S but I may be wrong.

Other things with the Hball safejumps you can do it with j.D midscreen. Whiff the j.D but hit the ball, its safe to Volcanic Viper and the ball will catch their backdash if they attempt it or just conk the top of their head if they wake up with nothing allowing you to carry on pressure. Can also go for shenanigans with j.D YRC on ball hit to reach the floor quicker for high/low.

Lots of options with the HS safejump.

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Playing around with it, midscreen you can do

j.H> RC> j.S > j.H |> 2k > 2D into oki again. j.K > j.S works too, I don't think you land close enough for c.S but I may be wrong.

Other things with the Hball safejumps you can do it with j.D midscreen. Whiff the j.D but hit the ball, its safe to Volcanic Viper and the ball will catch their backdash if they attempt it or just conk the top of their head if they wake up with nothing allowing you to carry on pressure. Can also go for shenanigans with j.D YRC on ball hit to reach the floor quicker for high/low.

Lots of options with the HS safejump.

I feel that this is strictly worse than using jS. jD has 5F landing recovery, it's literally not possible that it safejumps VV. jD delayed ball hit doesn't actually gain anything different from jS ball hit > slightly delayed pressure. jS YRC is also much better since it forces the opponent to block pool ball immediately so they can't DP after the YRC flash, there's no point in delaying the pool ball hit with jD YRC.

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I feel that this is strictly worse than using jS. jD has 5F landing recovery, it's literally not possible that it safejumps VV. jD delayed ball hit doesn't actually gain anything different from jS ball hit > slightly delayed pressure. jS YRC is also much better since it forces the opponent to block pool ball immediately so they can't DP after the YRC flash, there's no point in delaying the pool ball hit with jD YRC.

http://youtu.be/hRj3PlVaS7A

No doubt that j.S safejump is probably better though.

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http://youtu.be/hRj3PlVaS7A

No doubt that j.S safejump is probably better though.

Are you sure that you're inputting VV on the earliest frame possible, and are you using H version? It has 5 frames of start-up and jD has 5 frames of landing recovery, the math does not add up. Unless you land before Sol has finished standing up? In which case you can get thrown.

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Are you sure that you're inputting VV on the earliest frame possible, and are you using H version? It has 5 frames of start-up and jD has 5 frames of landing recovery, the math does not add up. Unless you land before Sol has finished standing up? In which case you can get thrown.

Can definitely be thrown out of it as you're correct; you land as Sol is waking up.

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Also just to be aware, safe jumps aren't necessarily as effective in this game once your opponent sees them - they can be blitz shielded.

HOWEVER, because of the nature of Venom's j.S safejump (the j.S is whiffing and the ball hits), he will be safe (I'm pretty sure) but you may have to give up your turn...

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I never learned what happens when a projectile gets blitz shielded. I believe it won't reject you & the opponent will gain brief full invincibility, but as long as you don't whiff a huge recovery move then you will still be at advantage.

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Hello all. so my Only chance to Play GGXRD is in this break. Half of it gone because Of holidays, Sickness, Inflammation and PSN going down. so...lame :( haha anyways, I just wanted to share, the possibly my last share of video for the longest of time. the video Just has all the BASIC and all the setups that are GUARENTEED OKI. By means only way to escape is by certain char reversal's. Other than that, then good luck Perfect Guarding into Blitz shield , or perfect guarding throw>> or reversal.

 

by means, those are all ball formations possibilities that I find very basic and essential for Venom. the video Have some Advanced stuff like the P,HS~ CR.S and others just generals. Idea's here and their. pretty much I would say something like an ABC Oki for venom?

 

the video Starts with 1 ball Oki formations >> multiple and sequencial oki formations Mid Screen >> 2 balls oki formation mid screens >> Corner oki formation >> Ball Formations in general >> Miscs.

 

I shall put the explanatory later. if anyone have a question, please feel free. other than that, I hope I was by any means usefull ? enjoy. if u didn't like, I apologize, did my best for explaining venom in a simple safe way haha.

 

Happy holidays all

 

 

https://www.youtube.com/watch?v=snbpVsbQi6g&feature=youtu.be

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