GGXRD-R2/Venom/Combos

From Dustloop Wiki
 Venom


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
BH = Ball Hit
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Character Specific Notation

Charged Balls

Venom's balls can be one of 4 levels: 0, 1, 2, and 3.

Unless otherwise stated one can assume that specials will always be used to produce level 0 balls. If a special will be used to create a ball other than level 0 the notation will be Move(Lvl N) where N is the level of the ball.

Spin

Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball.

Unless stated otherwise the default ball behavior, Top-Spin, will be assumed.

Back-Spin is the alternate ball movement and works as follows:

  • To backspin a Stinger press down at approximately the time that the stringer ball is created.
  • To backspin a Carcass Raid press back instead.


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
  • By NomadNoah, Takeahnase, Aria8ball

True Basics

Gatling into 2DOld Reliable
Very Easy

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.


Simple Crouching ComboInsert witticism here
Easy

Starter > c.S(2) > 41236K > 5K > 6P BHBall hit; denotes where a ball placed mid-combo or during oki should be hit > 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.

Venom's B&Bs can (and generally, should) be extended in the corner - visit this section for more details. Midscreen extensions are also possible, but are substantially more difficult.


Standing B&BOld Reliable
Medium

Starter > c.S(3) > IAD j.SHD6H
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.


Crouching B&BLess Reliable
Medium

Starter > c.S(1/2) > 41236S > 5P BHBall hit; denotes where a ball placed mid-combo or during oki should be hit > IAD j.SHD6H
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.

If you need to generate a significant amount of space from your opponent on an uncomfortably close hit, you have significant run momentum, or your opponent is large and easily hit by 41236S > 5P, you can replace or supplement c.S with 5H.

Corner Combos

High Damage Corner Low StarterLess Reliable
Medium

2D(1) > [2]8S, Dash c.S(1) > sj.KSHD6H
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. These routes are most practical in oki situations where there is enough time to build charge off 2D(1), which occurs much more rarely in neutral or pressure situations.

Combo Position Damage Tension Works On Difficulty Notes
2D(1) > [2]8S, Dash c.S(1) > sj.KSHD6H Corner 145 Everyone Medium Universal route, can sometimes be in range for 6H > 41236X.
2D(1) > [2]8S, Dash c.S(1) > j.KSHD6H Corner 145 Everyone Medium Works best on midweights and heavyweights, rarely leaves you in range for 6H > 41236X.
2D(1) > [2]8S, Dash c.S(1) > Delay j.S > j.HD6H Corner 147 Everyone but  Leo Medium Works best on lightweights, almost always leaves you in range for 6H > 41236X. Hit the j.S near the apex of your jump.


High Damage Corner High StarterMost Reliable on Lightweights
Medium

Low Airdash j.SD6H > 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.

Combo Position Damage Tension Works On Difficulty Notes
Low Airdash j.SD, 6H > 41236K, Dash 5K > 6P BH > 6H Corner 179 Everyone Medium Works best on lightweights as you have more time to do Dash 5K, leaves you in range for 6H > 41236X.
Low Airdash j.SD, 6H > 41236S, (Dash) 5P BH > IAD j.SHD6H Corner 188 Everyone but  Potemkin Medium Works best on midweights and heavyweights, leaves you in range for 6H > 41236X.

Dashing before 5P makes this route more consistent on lightweights.

Low Airdash j.SD, Dash j.KSHD6H Corner 149 Everyone Medium Alternate stable route on midweights and heavyweights, leaves you in range for 6H > 41236X. Easier but lower damage.

Throw & Air Throw Combos

Corner Carry Routes
Easy

Throw > Dash c.S(3)/2H(2) > [2]8S, IAD j.SHD6H
Universal midscreen throw B&B for maximum corner carry. These combos work as long as you aren't too close to the corner, and also work for a low airthrow starter. c.S and 2H both work, though you may find one route easier depending on the character. c.S allows you to be more burst safe since you can jump cancel it, while 2H does more damage.

The dash preceding these normals should be as long as possible to make these routes consistent. If j.D is hitting OTG, try delaying the IAD. For dash 2H, input 663 and hold 3 in order to charge while running forward.

Combo Position Damage Tension Works On Difficulty Notes
Throw > Dash c.S(3)/2H(2) > [2]8S, Dash 6H Midscreen 60 Everyone Easy Simple throw route which works on everyone.
Throw > Dash c.S(3)/2H(2) > [2]8S, IAD j.SHD6H Midscreen 75 Everyone Easy Main throw combo for corner carry.

This can be extended with additional j.KSHD loops before the final 6H.

Throw > Dash c.S(3)/2H(2) > [2]8S, Dash j.KSHD6H Midscreen 74 Everyone but  Answer Easy Alternate throw combo for corner carry, may be more consistent on some chars than IAD route.

This can be extended with additional j.KSHD loops before the final 6H.


41236X Routes / Okizeme Routes
Easy

Throw > Dash c.S(3) / 5H > Level 1 41236X
Midscreen throw B&B which grants a level 1 ball from charging 41236X. Lower damage than corner carry routes, but leads to higher chip damage okizeme setups. Works on airthrow starters too, as long the c.S connects.


Corner Throw Combo
Easy

Throw > (Dash) c.S/5H/6H > 41236K > 5K > 6P BH > 6H
Universal corner throw route, though you may need to try different combinations of c.S/5H/6H and different dash distances. Consistently goes into 41236X for strong okizeme.

Enders
6H > 41236X - Allows for stronger oki in tandem with Ball Set and Stinger, or ball hit extensions.


Basic Burst Safe Corner Throw Combo
Medium

Throw > 44 > 6P > 41236K > 6P BH > 41236X
Rudimentary burst safe corner throw combo. Okizeme options can be somewhat limited given the low (and thus, less advantaged) knockdown, but is universal, simple, and effective at taking burst off the table.

If somebody does burst this, you can pick up with 6P BH > 6H into QV corner extensions.


Advanced Burst Safe Corner Throw Combo
Medium

Throw > 44 > 2S/6P > 41236S, 5P BH > 41236X
Burst safe corner throw combo that leads into very strong okizeme. Works on the entire cast while retaining the burst safe property with some adjustments. Notably, this setup will actually vacuum opponents slightly off the wall, which can be used to establish corner crossups.

Delay the 5P on  Axl,  Faust,  Kum,  Millia,  Potemkin,  Slayer.

Take a step forward before 2S/6P on  Answer,  Jam,  Ky,  Ramlethal.


Corner Airthrow Combo
Medium

High Airthrow > c.S(1) > sj.SHD6H
Universal corner airthrow route for higher heights, and will work as long as c.S connects. Grounded corner throw routes work for low corner airthrows, but above a certain height, they will pop the opponent out of the corner. Specific routes are required to keep them in corner. Requires some height-sensitive delays to work.

Combo Position Damage Tension Works On Difficulty Notes
High Airthrow > c.S(1) > sj.SHD6H Corner 70 x Everyone Medium Universal route though it requires manual height-specific delays.
High Airthrow > c.S(1) > Jump Back > Airdash j.SHD6H Corner 70 x Everyone Medium The airdash needs to be slightly delayed to prevent them from leaving the corner.
High Airthrow > c.S(1) > 214S > c.S(1) > 6P BH > 6H Corner 65 x Everyone Medium Side swap combo that takes opponent out of corner but gives you a good knockdown.

Anti-Air Combos

Venom sports a powerful suite of anti-airs in this game, likely some of the best and most rewarding in the game.

Normal Hit Anti-Air 6P
Very Easy


AA 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; if you hit someone too high you'll need an alternate route, since a knockdown may be impossible.

If you want okizeme after the j.H (provided it knocks down), you can go into 214P > Falling j.D for a meaty ball hit, albeit with very few active frames for covering evasive options.


Counterhit Anti-Air 6PWith great anti-airs comes great confirms
Medium


CH AA 6P > IAD > j.SHD6H
If you can consistently confirm the counterhit, this is one of Venom's best starters by a fairly wide margin. Allows you to go directly into Venom's main IAD combo with great damage and corner carry.

If you find confirming the counterhit difficult, you can truncate this route with CH 6P > 6H which only works on counterhit, but is perhaps less demanding.


c.S Anti Air
Hard

AA c.S(1/2) > j.KSHD6H
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.

Combo Position Damage Tension Works On Difficulty Notes
AA 6P > j.PH Everywhere 62 x Everyone Very Easy Dead simple anti-air combo that doesn't rely on a counterhit confirm, but sacrifices some reward as a result.
CH AA 6P > 6H Everywhere 75 x Everyone Very Easy Simplest counterhit anti-air combo. Only works on counterhit and guarantees a knockdown.
CH AA 6P > IAD j.SHD6H Everywhere 134 x Everyone Medium A confirmable and very powerful counterhit starter.
AA c.S(1/2) > j.KSHD6H Everywhere 118 x Everyone Hard Requires tricky and height-sensitive manual delays, but offers great damage.
CH AA c.S(3) > sj.SHD6H Everywhere 119 x Everyone Hard Useful against vertical approaches done high in the air. Requires height-sensitive manual delays, with the j.S hit near the apex of the super jump.
CH AA c.S(1) > 41236P(Lvl 1) > 6H > Delay 41236K > 6H Everywhere x x Everyone Medium A specific, but bombastic, counterhit single-hit anti-air c.S combo. Great for sniping teleports and vertical approaches.
The 6H cancel must be delayed until the P ball is hit.
CH AA 2H(1/2) > IAD j.SHD6H Everywhere 147 x Everyone Medium Relatively reliable as long as the opponent isn't both too close and high.
CH AA 2H(1/2) > Dash j.KSHD6H Everywhere 147 x Everyone Medium Alternate route to the above that works better at closer ranges and high heights.

Counterhit Combos

Counterhit 2H(1) / 5H / 2D(1) Combos
Easy

CH 2H(1)/5H/2D(1) > 41236K, 5K > 6P BH > 6H
Each of 2H(1), 5H, 2D(1) will combo into 43216X on counterhit, but the situations which you will generally get these counterhits differs.

Counterhit 2H(1) tends to come from frametraps, especially 2K > 2H, which can be used to enforce 2K tick throw.

Counterhit 5H also tends to come from frametraps, though generally not from blockstrings due to limited gatlings options into 5H. Instead, CH 5H generally occurs in frame advantage situations due to the opponent blocking slow or leveled balls. Run momentum is generally required for these combos due to 5H's high amount of pushback.

Counterhit 2D(1) generally occurs in abare situations due to its fast startup.

These routes also work for punishing moves with counterhit recovery, with 2D(1) being especially notable because of its 6F startup and relatively good reach.

Combo Position Damage Tension Works On Difficulty Notes
CH 2H(1)/5H/2D(1) > 41236K, 5K > 6P BH > 6H Everywhere 124/146/120 x Everyone Easy Simple CH combo that leads into a knockdown.
CH 2H(1)/5H/2D(1) > 41236S, 5P BH > IAD j.SHD6H Everywhere 136/158/133 x Everyone Medium Good corner carry but requires specific spacing.


Counterhit 41236X Combos
Easy

CH 41236H, Dash 6P BH > 6H
Counterhit 41236X causes a wall bounce when done midscreen or near corner enabling damaging combos. These are most likely to occur during frame trap situations, such as cancelling from a normal like c.S and 2D.

While rewarding, these routes are spacing specific and difficult to confirm. The specific ball summoned also needs to be considered when choosing routes, since you may value different balls more in the situation where the 41236X hits regularly or is blocked.

Combo Position Damage Tension Works On Difficulty Notes
CH 41236H, Dash 6P BH > 6H Midscreen 116 x Everyone Easy Simple combo that works for almost any spacing, making it the go-to route when you hit the extended hurtboxes of your opponent's attacks.
CH 41236P, 5P (whiff) BH, Dash j.KSHD6H Midscreen 138 x Everyone Medium Better corner carry than the CH 41236H route. Works for distances up to slightly less than 41236X's max range.
CH 41236P, 5K (whiff) BH, IAD j.SHD6H Midscreen 140 x Everyone Medium Alternative CH 41236P corner carry route. Works for distances up to slightly less than 41236X's max range.
CH 41236K, Dash j.S (whiff) BH, j.S > dj.SHD6H Midscreen 156 x Everyone Hard Second j.S is done while falling from the first jump. Requires specific delays on the dj.SHD. Works at any distance where 41236X would normally connect.

Other Combos

2 Ball Midscreen Standing Combo
Medium

Starter > c.S(3) > 41236P/S, Dash j.KSHD6H > 214X
Midscreen route that leads to a two ball setup, with the most common combination being 41236P and 214K. This combo is easiest on lightweights and gets progressively harder as weight goes up. Works on everyone but  Haehyun,  Leo, and  Potemkin, and will work on a crouching  Bedman.

Combo Position Damage Tension Works On Difficulty Notes
Starter > c.S(3) > 41236P/S, Dash j.KSHD6H > 214X Everywhere 123 x Everyone but  Haehyun,  Leo,  Potemkin Medium Universal 2 ball combo, though Dash j.KSHD is more difficult on heavyweights.
Starter > c.S(3) > 41236H, Dash c.S(1), j.KSHD6H > 214X Everywhere 123 x Everyone Hard Midscreen multiball combo with 41236H which requires maintaining momentum of the jump cancel.


Midscreen 2D(1) Combos
Hard

2D(1) > [2]8S, Dash c.S(1) > Delay jc > j.KSHD ▷ (Dash) 6H
Midscreen low starter routes that do significantly more damage than the standing midscreen B&B and leads to comparable okizeme. Superifically similar to corner routes, but significantly more difficult due to the delayed jump cancel. Like corner 2D(1) routes, these combos generally come off oki situations for similar reasons.

The forward jump retains c.S's run momentum when the jump cancel is inputted after the hitstop of c.S(1). The extra horizontal distance this grants is required for this combo to work on most of the cast. The 2D starter must be performed point blank, and the optional dash helps the 6H connect more reliably.


Combo Position Damage Tension Works On Difficulty Notes
2D(1) > [2]8S, Dash c.S(1) > Delay jc > j.KSHD ▷ (Dash) 6H Everywhere 145 Everyone but  Dizzy,  Faust,  Haehyun,  Slayer Hard Maintaining run momentum is not required for  Axl,  Ky,  Leo,  Sin,  Zato, but the dash before 6H is generally required in that case.
2D(1) > [2]8S, Dash c.S(1) > Delay jc > j.KSHD > IAD sj.SHD > Dash j.KSHD6H Everywhere 178  Answer,  Axl,  Bedman,  Chipp,  Johnny,  Ky,  Leo,  May,  Millia,  Potemkin,  Raven,  Sin,  Venom,  Zato Hard

Extended version that works on some midweights and heavyweights. Maintaining run momentum is not required for  Axl,  Ky,  Leo,  Sin,  Zato.

2D(1) > [2]8S, Dash c.S(1) > j.SH Everywhere 101 Everyone Easy

Easy 2D starter route that does more damage than 2K starter routes but leads to generally weaker okizeme.

2D(1) > [2]8S, (Dash) 6P > j.SH Everywhere 111 Everyone Easy

More damaging version of the above route. The short dash is required on  Raven.

Combo Theory

Ending Combos

Extending Combos

Corner

In the corner, Venom's combo extensions basically let you loop his B&B again with great returns on damage and meter gain, while retaining his signature okizeme.

All of these extensions follow the corner 6H in Venom's regular B&Bs. Accordingly, if an extension is listed as:
... > 41236S > 5P BH > IAD j.SHD6H
the full sequence, on a standing character, would be:
c.S(3) > IAD j.SHD6H > 41236S > 5P BH > IAD j.SHD6H
and on a crouching character, the full sequence would be:
c.S(1/2) > 41236S > 5P BH > IAD j.SHD6H > 41236S > 5P BH > IAD j.SHD6H
Note that this corner extension is basically identical in structure to Venom's crouching B&B.

Extension Damage (after B&B) Works On Difficulty Notes
... > 41236S > 5P BH > IAD j.SHD6H 162 Everyone Easy Can push you out of range for a 41236X knockdown on some characters
... > 41236S > 6P BH > IAD j.SHD6H 175 Everyone Easy Generally requires more distance from the corner; preferable when barely arriving at the corner, or after longer combos/other extensions
... > 41236P / 41236S > 5P BH ▷ 6H 152 Everyone Very Easy Dead simple and less pushback, decent as a starter extension that won't alter your okizeme
... > Dash j.KSHD6H X Everyone Medium While this is generally used as the universal midscreen extension, this is also the easiest corner extension on heavyweights/big bodies.

Midscreen

Venom's midscreen combo extensions are substantially harder than his corner ones, and as such, are not necessarily recommended for newcomers to the character. However, they mirror the benefits of his corner extensions; meter gain and corner carry - and in the case of midscreen combos, wildly better okizeme if you can actually take your opponent fully into the corner.

All of these extensions follow the falling j.D in Venom's regular B&Bs. Accordingly, if a combo is listed as:
... > Dash j.KSHD6H
the full sequence, on a standing character, would be:
c.S(3) > IAD j.SHD ▷ Dash j.KSHD6H
and on a crouching character, the full sequence would be:
c.S(1/2) > 41236S > 5P BH > IAD j.SHD ▷ Dash j.KSHD6H

Extension Damage (after B&B) Works On Difficulty Notes
... > Dash j.KSHD6H 144 Everyone Medium
... > Dash delayed j.SHD6H 147 X Hard Requires specific and precise delays. Limited damage on its own, but reduced hitstun decay allows for further extensions.

Video Examples

Combo Demonstration Playlist by Tarkus

Combo Extension Examples
Combo Primer
S-QV crouch combos

Navigation

 Venom


System Links
Mechanics
Application & Advanced Information
Archived Information