Evil will always triumph because good is dumb.
When games were fun: Old SoCal GG Vids
Where's your anti-Prucha strats at Viscioso?
My take on Venom is like tug of war on who gets the knockdown.
Becareful of his 5S when approaching him from the ground. If you insist on doing so a running roll-throw would suffice but you have to judge it carefully as 5S can stop your run in momentum cold. If that's not bad enough attempting to overlypoke him or going low first with 2D or 2K will give him a free dubious curve hit.
Note that he can already harass you with Stinger Aims from the get go. It's not too hard to get around but if he has a ball setout he can cover more space thus getting near him is quite a task . At the right range throwing out the pin can stop his projectile game cold allowing you to get in and wreck him down. Easier said than done and that is one of the real main obstacles in this matchup.
His c5S, 6P and 5H are deadly anti airs against a jump in jS *without pin.
If you're feeling gutsy 5D beats out his Double Headed Morbid clean. Otherwise block (preferably IB) and throw him for free.
When he's up in the air, jK is a good air to air against his air normals but not if you approach him from right below. A preemptive 2H is a decent solution to that though since with the right time (usually preemptively) Millia crouches low for a short while to 'dodge' his jH and score a CH 2H which will deal massive damage.
The most recommended basic adc against him is jPSH adc jD adc jD.
If he scores the knockdown... Just block his ball formation oki game. Millia not having a dp will requre a more 'passive' approach to get out of Venom's oki. With meter you do have enough time to setout an FB disc to stop stuff like ball formation 623K back ad jS crossup.
Wakeup Winger is viable but it's a real gamble.
Last edited by zer0kage; 09-08-2008 at 12:48 AM.
Originally Posted by 白面
learn how to block
don't worry about what beats what...youre not gonna have time to remember all that with balls in your face
sweep is good in this matchup to get in, pin as well (obviously), 5p > j.k > combo > knockdown is your best friend as AA
but the main thing....and i cannot stress this enough, dont let venom get rolling
so...dont get hit
simple enough right?
I hate uppercuts
Kane you played against Scott's Venom alot dont you. What are your usual strats against him?
Originally Posted by 白面
i used to think this matchup is even, but after sum matches with my friend's venom, it is in millia's favor. Millia just waltzes around venom with her speed, and pin blows through his anti-airs for free which gives u the option of knockdown or comboing venom. At the same time using turbo-fall wisely can help millia avoid gettin AA'd by venom with the landing trajectory. As mentioned, avoid jump-ins without the pin since venom can anti-air you with 6p leading to his oki nd itll b hard to get out of since millia lacks good reversals. capitalize on every knockdown when u secure it since venom has no options of getting out of millia's oki.
i think thats a majority of this matchup, not sure wut else is there to add. but this is just from my take.
Last edited by ril213; 06-29-2009 at 11:41 PM.
Going to revise what I previously wrote above and try to dust off some cobwebs on this thread for this writeup. Recounting the sessions I did against Faultydefense and previous experience mentioned above I'll try to explain things the best I can.
This matchup is a momentum based matchup as to whoever gets the first knockdown wins and neither character has an answer to get out other than blocking correctly. Fortunately enough Millia has the advantage in terms of mobility and pin to help her secure the knockdown and okizeme.
-Pin shuts down venom's anti-airs and stops venom from setting up balls. Fish for pin counterhits for knockdown.
-If you do not have the pin, be wary of your movement as Venom's anti-airs can be converted into his pressure and corner game. In addition, watch for pool balls since they will likely be set up already.
-Maneuvering around in the air and utilizing your mobility is highly suggested. Take the initiative, but don't get reckless against his anti-airs. Turbofall is good to mix in aside from your airdashes.
-Venom's DAA is baitable when canceling strings into roll at times.
-Avoid rolling in neutral situations because of 2d and 6h.
-j.k is good when he is above you as mentioned.
-Venom's 5sf and 5h are strong pokes that can lead into knockdown along with stinger frc. 5p is also quick. Do not go poke for poke against him.
-His pressure can crank your guard bar quick and they leave him. Do your best to block correctly and don't mash out.
-When you don't have the pin, Venom does have a higher rate to anti-air you and can set up balls.
-6h reaches all the way to the ground so using roll in neutral is not advised at all.
Will edit this post definitely to add or correct things.
Last edited by Ril I am; 04-28-2011 at 02:42 AM.