The S version is one of Venom's most important specials. Charging down during chain routes isn't easy, and needs careful planning and knowledge, but it's worth it and essential. From point blank to 2S range, 28S provides frame advantage and resets pressure. It can also used instead of Stinger Aim against character that can go beneath it with a low profile move. The longer the distance you use it in, the easier it is to go above it with air movement, which is the move's flaw. But punishing it on reaction (when you are not being predictable) is pretty hard, and with 25% meter, the option to YRC it on reaction if the opponent predicted it makes the move extremely potent for midrange space control. Careful that the charge time is really long, and you'll need to wait some extra frames in between using 2 in a row, unless you use the block lag of a move for extra time (such as 2S, 28S 28S as fast as possible).
Common places to charge downward for a Carcass Raid S-
1. During oki with a ball cover, 66 (2K) c.S 8S.
2. During a jump-in normal or a j236S charge 2 -> land -> (2K) c.S 8S
3. 2K c.S->charge 2 *immediately* after pressing S, during the buffer before c.S even starts on the screen-> press 8S right before/during the very beginning of the 3rd hit of c.S. There's a tiny gap in there, but mixing it with c.S->f.S/2S/2D should keep the opponent scared from pressing buttons.
4. During 28S/28H
5. During 214P, a common corner okizeme setup after 6H ender.
6. c.S(charge 2), after 3rd hit 8S. Venom's midscreen throw combo.
7. 663 2H 8S. Another midscreen throw combo.
8. When poking with 2S/2D/2K->2S/2K->2D
The H version disappears if Venom gets hit. This, and the angle can leave Venom open to frontal attacks. It can be a niche move useful for specific situations- To prevent a cornered a opponent from escaping via super jump airdash above Venom and out of the corner. When spaced correctly, this also give frame advantage. Can also keep the pressure after an air convert that ends with a j.D. It can also be used when people are stalling in the air above you. On occasion, this can get use midscreen in situations where opponents are making air dashes/forward jumps, both in neutral and out of your pressure.