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DaiAndOh

[Xrd] Venom Q&A Thread

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                GGXrd_Header_Q&A_Thread.png

 

You got questions, we got answers. If I see specific questions often either in here or around the internet I'll first post them. Feel free to ask anything Venom, but keep it gameplay related please!

 

Q: Who are the best Venom players/who should I watch videos of?
A: Fino, Isamu, and Sanma are the best and highest ranked players. HEVEN is a strong, longtime player. AO1/Reiichi and 310 are decent too.

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I'm planning on using Venom as a sub in Xrd, and I have a question. Since I don't see the character used often, I'm never sure about his damage output. Has it been increased from +R? I get kind of sad when I frame trap with c.S and only pull like 120.

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I think it is, but it is also a bit iffy because of how extreme the Xrd lifebars get without the actual numbers. Venom's damage is still generally average at best in this version overall though, although that's not too bad in the grand scheme.

Damage will come from standing confirms and corner combos primarily, combos are more limited on midscreen crouchers.

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Are there any match vids that show Bishop Run Out used efficiently? I mean it seems interesting, but NOBODY uses it. Come to think of it, I don't even see Dark Angel too much.

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I haven't seen any in several months. When it does get used, the opponent is at low health and a stinger aim gets shot, which controls a decent amount of overall screen space.

Dark Angel no longer raises guardbar. It's corner carry pushback may be nerfed, but I'm not sure.

For both these moves, which don't guarantee hellfire damage in that state as well, you could get 2 YRCs, which is overall more powerful for Venom.

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I'm also interested in subbing Venom when I get my hands on the game. Anyway, I was wondering, it seems like the way YRC works, Stinger Aim YRC is effectively a gunflame YRC if you time it right during a blockstring, but I haven't seen any players use the move like this. Why is this? Not enough access for testing? I only have videos to go on btw.

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I have definitely seen it used like that! Just remember Venom has lots of options to use for pressure and to spend meter with so it may not be necessary, or you can use the meter to YRC something like Carcass Raid instead. RCing Double Head Morbid to continue pressure is another example, this adds 4 hits to either raise guard gauge or drain some meter. Not sure if there's a trend I missed where they outright stopped though.

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Honestly, I don't think it's necessary. I feel like critique leads to discussion and we can use that in the discussion thread.

 

Something I think I will make will be a "formation" tactics thread to list and discuss zoning and okizeme/pressure combinations by formation and have a nice list on top.

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How necessary will it be to learn the CR loop? (Mission 32) I know it was one of his few options for big damage back in #R, but doesn't he have enough tools now to make it redundant?

Also, is his crouch combo (clS (2) xx S QV 5P jc IAD etc) spacing dependant? There seem to be weird spots where the 5P won't connect, though it could just be me mistiming it.

Unrelated tip for his IAD combos: it seems like delaying the IAD input makes getting the airdash out more consistent. You want to delay until very late in the jump cancelable window in clS (3) or 5P.

EDIT: It's mission 32 for CR loop, not 31.

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How necessary will it be to learn the CR loop? (Mission 31) I know it was one of his few options for big damage back in #R, but doesn't he have enough tools now to make it unnecessary?

Also, is his crouch combo (clS (2) xx S QV 5P jc IAD etc) spacing dependant? There seem to be weird spots where the 5P won't connect, though it could just be me mistiming it.

Unrelated tip for his IAD combos: it seems like delaying the IAD input makes getting the airdash out more consistent. You want to delay until very late in the jump cancelable window in clS (3) or 5P.

 

As of now, I don't think too necessary since you have the c.S(3) IAD's on standers and QV IAD on crouchers. Generally it's used in corner combos (and usually by longtime Venom players since it was definitely necessary in #R).

Not sure on spacing dependent of QV.

And yeah, I also noticed that players were doing 866 for the IADs, rather than jumping forward.

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Is anyone else having issues air dashing after hit the ball when going for K oki?  I don't know if it's just me or if something changed (it's probably the former), but it's really frustrating to drop oki shenanigans because of it, so I definitely want to fix this problem ASAP.

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I did some more testing with midscreen combos involving QV. It seems like after a low airdashed chain (IE high option for generic K ball mixup, j.K j.S or j.S j.HS) clS (2) xx QV doesn't get any big followups that lets you go into Venom's damaging corner carry. Like off a point blank clS xx S QV, 5P IAD etc is possible, but because of the pushback from the air chain, 5P doesn't reach. I tried to find some kind of other followup, but nothing I messed with worked. It's safe to assume that in this case he may need to go for 2D or burn meter on a Double Head RC which is a little disappointing. You can still get those followups in the corner though, which puts a little more emphasis on getting your opponent to the corner to begin with.

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I did some more testing with midscreen combos involving QV. It seems like after a low airdashed chain (IE high option for generic K ball mixup, j.K j.S or j.S j.HS) clS (2) xx QV doesn't get any big followups that lets you go into Venom's damaging corner carry. Like off a point blank clS xx S QV, 5P IAD etc is possible, but because of the pushback from the air chain, 5P doesn't reach. I tried to find some kind of other followup, but nothing I messed with worked. It's safe to assume that in this case he may need to go for 2D or burn meter on a Double Head RC which is a little disappointing. You can still get those followups in the corner though, which puts a little more emphasis on getting your opponent to the corner to begin with.

Point blank c.S(2), SQV & 5k,5HS, SQV work with 5p IAD 130 and 138 damage with jshd >6h respectively. From j.KS / j.SH you can do 5k > c.S(1) > K/SQV > 5P > 6P(BH) > 6HS > Set for 113DMG and 136 - you don't get the corner carry though.

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I'm having trouble doing IADs mid combos. I can do them fine outside of strings, but the timing feels really tight during c.s, almost like I'm missing the window with the buffer or something. Any advice?

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I'm having trouble doing IADs mid combos. I can do them fine outside of strings, but the timing feels really tight during c.s, almost like I'm missing the window with the buffer or something. Any advice?

If you're doing them from say, c.S(3) wait before going for the IAD as per Snowmonkey's advice, 96 IADs seem to be kinda iffy as well so do 866 or sj.iad if you dont want to delay.Other than that, practice.

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I'm trying to 96's, but then half the time the string is dropping at j.s. I can't actually get 866 to come out fast enough to work, so I may be waiting too long on the initial jump there. I guess more hours in training mode.

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Point blank c.S(2), SQV & 5k,5HS, SQV work with 5p IAD 130 and 138 damage with jshd >6h respectively. From j.KS / j.SH you can do 5k > c.S(1) > K/SQV > 5P > 6P(BH) > 6HS > Set for 113DMG and 136 - you don't get the corner carry though.

Who are you using as a training dummy? I'm using Zato and he always gets pushed too far back after S QV for the followup 5P to connect. The only thing I've had any success with is late airdash jK jS/jS jHS clS [1] xx K QV, 6P BH 6HS. Even that's really iffy sometimes.

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Who are you using as a training dummy? I'm using Zato and he always gets pushed too far back after S QV for the followup 5P to connect. The only thing I've had any success with is late airdash jK jS/jS jHS clS [1] xx K QV, 6P BH 6HS. Even that's really iffy sometimes.

Sol. I'll go through the cast and check on a few others tomorrow to see if its character specific.

 

Edit:

j.KS > c.S(1) > SQV > 5P(BH) > 6P > 6H > Set works on:

Sol, Ky, May, Chipp, Slayer, I-no, Ram,Venom

 

Blacks at 6H on:

Millia, Faust, Pot, Elphelt, Axl, Zato, Bedman

 

Every character that 6H blacks on you can omit the 6P and do 5P(BH) > 6H to combo.

 

Furthermore the 5p>IAD>J.SHD>6H combo is even more specific on top of that e.g it works on Sol but not Ky, May or Chipp.

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I really hope Venom doesn't end up requiring a ton of character specific combos.

Maybe he would be better off doing the air chain into jD and going for an air combo instead? I'll do more testing tonight and put up what I find.

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^For clS (1) xx CR the input is:

[2] 5S 8S

You're essentially just doing a CR input but hitting S while your stick/pad passes through neutral.

I'm going to assume you're doing his CR loop trial, so for the 2K clS (2) xx CR portion, you input 2K 5S~[2] 8S. This time you're charging immediately after inputting S, using the hitstop from the gatling to get the extra frames you need to charge CR.

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Online, the only answer I found was never ever stop holding downback when he's on the ground, and never do use stinger aim outside of 2s > hs stinger. One you land a knockdown your oki game is better than both his own and his wake up options. A lot of his big pokes he fishes with also destroy projectiles, so you mostly just have to play patient and accept that 2s is the only poke you have.

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