GGXRD-R2/Venom/Strategy: Difference between revisions

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==Fighting Venom==
==Fighting Venom==
Quick Tips:
Quick Tips:
* Do not give Venom space to feely set balls in neutral.
* Do not give Venom space to freely set balls in neutral.
* fS can be counter poked with most 6Ps because fS extends his hurtbox into the pool cue.
* fS can be counter poked with most 6Ps because fS extends his hurtbox into the pool cue.
* Teleport has recovery and can be beat either with an air throw, or a "meaty" button over his ball.
* Teleport has recovery and can be beat either with an air throw, or a "meaty" button over his ball.

Revision as of 19:37, 21 March 2019


Learning Resources

General Tactics

Venom is a character that rewards good fundamental play, and thrives off of knockdown situations. Venom's normals have decent frame data and fantastic hitboxes when used in neutral, and these can be leveraged to gain breathing room to set balls. Without balls, Venom fights on the ground from distances primarily utilizing his fS and 2S pokes. They cover good horizontal distance for their speed, but be careful because they lack vertical control, have little active frames, and have lots of recovery. When poking with them from distances, you should also frequently cancel them into a ball set, the preferable option for sure if you don't have charge.

Venom's Stinger and Carcass Raid specials are situationally very strong spacing tools and can be used to punish poor positioning and movement, and interact with his other balls to level them up.

Balls augment Venom's neutral and oki significantly. Balls can enable strings which are normally impossible both on hit and on block.

Usually Venom will only have time to set 1 ball in neutral, so it is important that the player utilize a mixture of SA, CR, Teleport, and normal moves in order to control space and set up for an opening to get a knockdown.

Off of a knockdown venom has numerous options for oki. In brief: Venom wants to usually set a ball or charge a QV in order to set up safe and powerful oki.

Blockstrings

  • 2K cS(2) sCR - a strong, short blockstring which opens with a low and ends with + frames from a projectile. sCR at this range is a good reset
  • ending with QV leaves you -4 on block, but is often still safe because not all characters can contest the 5P BH option after QV.
  • jSPS or jSH into sMS are strong overhead strings that help you get back to the ground safely while putting many overhead hits on the enemy.

Okizeme

Fighting Venom

Quick Tips:

  • Do not give Venom space to freely set balls in neutral.
  • fS can be counter poked with most 6Ps because fS extends his hurtbox into the pool cue.
  • Teleport has recovery and can be beat either with an air throw, or a "meaty" button over his ball.
  • Mad Struggle's last hit can be Instant Blocked to give a guaranteed throw.
  • K ball jK can always be blitzed on wakeup
  • Fuzzy guard protects against many of his conventional 1 ball oki setups.

Among other things, QV can be used as a oki tool, and as a blockstring ender. This creates a frame trap, between QV and the following button + Ball projectile. Be careful not to mash during this. This does lose to DPs and fully invulnerable reversals.

Notable Players

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