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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
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 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.
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.
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
2D(1) > [2]8S, Dash c.S(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. 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.KSHD ▷ 6H | Corner | 145 | Everyone | Medium | Universal route, can sometimes be in range for 6H > 41236X. | |
2D(1) > [2]8S, Dash c.S(1) > j.KSHD ▷ 6H | 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.HD ▷ 6H | 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. |
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.
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.SHD ▷ 6H | 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.KSHD ▷ 6H | 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
Throw > Dash c.S(3)/2H(2) > [2]8S, IAD j.SHD ▷ 6H
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.SHD ▷ 6H | 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.KSHD ▷ 6H | 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. |
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.
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.
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.
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.
High Airthrow > c.S(1) > sj.SHD ▷ 6H
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.SHD ▷ 6H | Corner | 70 | x | Everyone | Medium | Universal route though it requires manual height-specific delays. |
High Airthrow > c.S(1) > Jump Back > Airdash j.SHD ▷ 6H | 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.
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.
CH AA 6P > IAD > j.SHD ▷ 6H
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.
AA c.S(1/2) > j.KSHD ▷ 6H
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.SHD ▷ 6H | Everywhere | 134 | x | Everyone | Medium | A confirmable and very powerful counterhit starter. |
AA c.S(1/2) > j.KSHD ▷ 6H | Everywhere | 118 | x | Everyone | Hard | Requires tricky and height-sensitive manual delays, but offers great damage. |
CH AA c.S(3) > sj.SHD ▷ 6H | 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.SHD ▷ 6H | 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.KSHD ▷ 6H | Everywhere | 147 | x | Everyone | Medium | Alternate route to the above that works better at closer ranges and high heights. |
Counterhit Combos
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.SHD ▷ 6H | Everywhere | 136/158/133 | x | Everyone | Medium | Good corner carry but requires specific spacing. |
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.KSHD ▷ 6H | 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.SHD ▷ 6H | 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.SHD ▷ 6H | 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
Starter > c.S(3) > 41236P/S, Dash j.KSHD ▷ 6H > 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.KSHD ▷ 6H > 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.KSHD ▷ 6H > 214X | Everywhere | 123 | x | Everyone | Hard | Midscreen multiball combo with 41236H which requires maintaining momentum of the jump cancel. |
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.KSHD ▷ 6H | 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.SHD ▷ 6H
the full sequence, on a standing character, would be:
c.S(3) > IAD j.SHD ▷ 6H > 41236S > 5P BH > IAD j.SHD ▷ 6H
and on a crouching character, the full sequence would be:
c.S(1/2) > 41236S > 5P BH > IAD j.SHD ▷ 6H > 41236S > 5P BH > IAD j.SHD ▷ 6H
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.SHD ▷ 6H | 162 | Everyone | Easy | Can push you out of range for a 41236X knockdown on some characters |
... > 41236S > 6P BH > IAD j.SHD ▷ 6H | 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.KSHD ▷ 6H | 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.KSHD ▷ 6H
the full sequence, on a standing character, would be:
c.S(3) > IAD j.SHD ▷ Dash j.KSHD ▷ 6H
and on a crouching character, the full sequence would be:
c.S(1/2) > 41236S > 5P BH > IAD j.SHD ▷ Dash j.KSHD ▷ 6H
Extension | Damage (after B&B) | Works On | Difficulty | Notes |
---|---|---|---|---|
... > Dash j.KSHD ▷ 6H | 144 | Everyone | Medium | |
... > Dash delayed j.SHD ▷ 6H | 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