GGXRD-R2/Venom/Combos: Difference between revisions

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:Routing for the appropriate ender is important for Venom, and the ender of choice changes his oki options.
:Routing for the appropriate ender is important for Venom, and the ender of choice changes his oki options.
Venom's most common enders are:
Venom's most common enders are:
* 6H - long range ender which grants access to far 1 ball oki
* 6H - long range ender.
* QV - grants access to 2+ ball oki and charged SSA/SCR oki. Very powerful, but often is dependent on the corner
* QV - grants access to an extra ball for oki and leaves you free to charge SSA/SCR.
* 2D - grants access to close 1-2 ball oki.
* 2D - Grounded combo ender.
* jH - places the enemy directly below the point they are hit. Allows for close range 1 ball oki, or for meaty crossups
* jH - Air ender.


=== Combo Extension ===
=== Combo Extension ===

Revision as of 22:28, 19 May 2019

Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:236+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
JC = Jump Cancel
DJC = Double Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???]xN = Repeat ??? N amount of times.
[X]or[Y] = Perform series of actions X or Y.
xQV = QV - 41236X
xMS = Mad Struggle - 236[S]or[H] in air
xSA = Stinger Aim - [4]6[S]or[H]
xSet = Ball Set - 214X
AN = Answer
AX = Axl
BA = Baiken
BE = Bedman
CH = Chipp
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Haehyun
KY = Ky
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin
SL = Slayer
SO = Sol
VE = Venom
ZT = Zato


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(LN) 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.
  • Entries listed in DarkKhaki are either optional or situational.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.

Standard Combos

cS starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
cS(3) > IAD > jSHD ▷ 6H any 120 20 all standing [1] very easy Not recommended vs lightweights. https://youtu.be/5SZYytzlJyQ
cS(2) > kQV > 5K > 6P BH > 6H any 116 16 all crouching [1] very easy https://youtu.be/GBd9kbnJsYQ
cS(3) > IAD > jSHD ▷ 6H > sQV > 5P > IAD > jSHD ▷ 6H > pQV corner 164 30 all standing -heavy weights [2] easy Grants P ball. https://youtu.be/lYs1vz7grOI
cS(2) > sQV > 5p BH > IAD > jSHD ▷ 6H any 125 25 all crouching -heavy weights [2] easy https://youtu.be/H4j9wA_RrGY
cS(2) > 5H > sQV > 5P BH > IAD > jSHD > 6H > QV corner 155 25 all crouching-heavy weights [2] easy Very spacing dependent. Must be close to the enemy and near the corner. https://youtu.be/TES_xR7tfFM
cS(3) > pQV > 66 jKSH > (delay) jD ▷ 6H all 123 25 all standing -heavy weights [3] medium Grants P ball.
cS(3) > sQV > 66 jKSH > (delay) jD ▷ 6H > pQV corner 130 25 all standing -heavy weights [3] medium Grants S and P ball.
 Note: Potemkin, Leo, Bedman, and Haehyun can be combo'ed using cS(3) while they are crouching. Other characters must be combo'ed with cS(2) routes.
miscellaneous starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
6P > cS(1) > jPH any 70 12 all [1] very easy cS is preferred, but only works at very close range.
[pQV > 66 5P]x4 > 6H midscreen 125 20 VE, JO [5] hard QV walk. For Style Points.
TK hMS(1st kick hit) > RRC > pSet > 6H > kQV > 6P BH > 6H > sQV > 6P > IAD > jSHD > 6H corner ~250 -~35 EL standing [6] very hard Damage, and timings vary based on MS height and hits.

Throw Combos

ground throw starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
throw > 6H > kQV > cS(2) > 6P BH > 6H > pQV corner 91 20 all [1] very easy Grants P ball. https://youtu.be/_q5A9ejp1Iw
throw > 44 6P > kQV > 6P BH > 5P > [5P]or[2P] > 6H corner 75 15 all [1] very easy Burst safe. https://youtu.be/X-vqgimvDyw
throw > 66 2H > sCR > 6H midscreen 64 15 all [1] very easy https://youtu.be/OGFWNB3zgLY
throw > 66 cS(3) > sCR > IAD > jSHD ▷ 6H midscreen 75 20 all [2] easy https://youtu.be/ubYjD79yOgE
throw > 44 6P > kQV > 6P BH > 5P > [5P]or[2P] > 6H > kQV > 6P BH > IAD > jSHD ▷ 6H > pQV corner 220 22 middle weights [5] hard Burst Punish. Grants P ball. https://youtu.be/X-vqgimvDyw?t=5
throw > 44 6P > kQV > 66 5P > 6P BH > 6H > pQV > 5P BH > IAD > jSHD ▷ 6H > sQV > 6P > IAD > jSHD ▷ 6H corner 267 26 light weights [6] very hard Burst Punish.
throw away from corner > 66 6P > IAD > jD > IAD > jSHD ▷ 66 > jKSHD ▷ 6H corner 100 20 all [6] very hard SJ on second IAD vs MA, IN, RA, and BA. Micro-dash vs Elphelt.
air throw starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
throw ▷ cS(1) > kSet > 66 6P > 6H midscreen 64 15 all [1] very easy
low throw ▷ cS(1) > JC > jKSHD ▷ 6H > pQV corner 74 15 all [1] very easy

Counter-hit Combos

QV starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
hQV > 66 6P > 6H midscreen 116 10 all [1] very easy
pQV > 66 5K > 6H midscreen 95 10 all [1] very easy
pQV > 66 5K > IAD > jSHD > 6H midscreen 145 15 midscreen [3] medium
5H > sQV > [5P > pQV]x5 > 5P > 6H corner 176 24 VE [5] hard
kQV > 66 jS > jS > JC jSH > (delay) jD > 6H > sQV > 6P > 6H midscreen 156 20 middle weights [5] hard
 Note: these combos are only possible if the starter is a counter-hit.

2D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
2D(1) > P-in-K BH > kQV > 6P BH > 6H any 150 12 all -heavy weights [1] very easy requires a PK ball setup before the combo starts
2D(2) > hDHM(3) > RRC > 66 jKSH > (delay) jD ▷ 6H > pQV any ~125 -35 all [2] easy number of hits on hDHM changes timings.
2D(1) > P-in-K BH > pQV > 5p BH > IAD > jKSHD ▷ 6H any 153 20 all -heavy weights [4] tricky requires a PK ball setup before the combo starts
2D(1) > sCR > 66 cS(1) > SJC jKSH > (delay) jD ▷ 6H corner 145 15 all -light weights [4] tricky https://youtu.be/VZG3lKNqUrw
2D(1) > sCR > 66 cS(1) > (delay) jS > (small delay) > jH > (small delay) jD ▷ 6H corner 145 15 light weights [4] tricky

Chip Damage Combos

Combo Position Damage Works on: Notes Video Demonstration
throw > 66 5H > hQV(L1) > sSA(L2) Backp-Spin > sSA(L0) > fS any all [1] easy https://youtu.be/7pXcOIw8Frc

5D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5D6 > [5H]x3 > cS(2) > jKSH corner 118 22 all [1] very easy https://youtu.be/u_GPiHHC7R8
5D8 > jD > jD > jKS DJC > jKSHD any 107 20 all [1] very easy does not give oki
5D6 > 5H > 5H > Hset > [sQV > 5P]x2 > 6H corner 112 22 all [2] easy
5D6 > 5H > 5H > Hset > cS(2) > BRO > [2P > sCR]x5 > 2D corner 135 -45 all [2] easy Style points

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
throw > RRC > Instant Kill any 100 all [2] easy
throw towards corner > 5p > Instant Kill corner 50 all [2] easy
5D6 > RRC > Instant Kill corner 100 all [2] easy

Combo Theory

Grounded Combo Starters

Standing Opponents
cS(3) is your ideal starter against standing opponents in addition to Potemkin, Bedman, Haehyun, and Leo in their crouching state.

cS(3) launches the opponent into the air. cS(3) launcher can be followed up with an IAD or a QV. IAD timings vary based on character weight and air hurtboxes. Against Jam and Millia the delay needs to be longer, and the time before the air buttons must be longer. Sometimes 2866 is easier on an individual basis. It even works with a prorated starter (5P, 2P, 5K, or 2K). Against Lightweights it’s easier to follow up cS(3) with the QV 669 route, but this QV route does not work on heavy weights.

Crouching Opponents
2D or cS(2)/5HS > QV are your most reliable starters against crouching opponents.

2D is the easiest route, and can be chained into from any normal which does not cause a knockdown except for 5H. Spacing matters because at max range 2K>2D will not knockdown. Alternatively one can go for QV routes which get more damage and more corner carry, but have character specific oddities.

Air Combo Starters

Your combo starters against airborne enemies are less obvious and more variable than the grounded combo routes.

Against an airborne enemy 6P can be used as a starter for a very simple air string on normal hit, or to gatling into 6H on counter hit. Carcass Raid and Stinger can sometimes start air combos, especially with YRC.

Combo Enders

Routing for the appropriate ender is important for Venom, and the ender of choice changes his oki options.

Venom's most common enders are:

  • 6H - long range ender.
  • QV - grants access to an extra ball for oki and leaves you free to charge SSA/SCR.
  • 2D - Grounded combo ender.
  • jH - Air ender.

Combo Extension

Most of Venom's air strings can be extended by performing
micro-dash > j[K]or[P] > jSH > delay > jD
one or more times.

Another method of extending combos is to use kQV or sQV to float the enemy, and then 5P or 6P to hit the ball into the enemy and then follow up the BH with an IAD combo.

Video Examples

Combo Demonstration Playlist by Tarkus

Combo Extension Examples

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id=https://youtu.be/o3XahYyVRus

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Combo Primer

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id=https://youtu.be/lZFygvTbhrk

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