From Dustloop Wiki
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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
xQV = QV (41236X)
xMS = Mad Struggle (j.236S/H)
xSA = Stinger Aim ([4]6S/H)
xCR = Carcass Raid ([2]8S/H)
xSet = Ball Set (214X)
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(LN) where N is the level of the ball.


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.

Standard Combos

c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
c.S(3) > IAD > j.SHD6H any 120 20 all standing Very Easy Not recommended vs lightweights.
c.S(2) > kQV, 5K > 6P BH > 6H any 116 16 all crouching Very Easy
c.S(3) > IAD > j.SHD6H > sQV, 5P > IAD > j.SHD6H > xQV corner 164 30 all standing -heavy weights Easy Grants a ball
c.S(2) > sQV, 5P BH > IAD > j.SHD6H any 125 25 all crouching -heavy weights Easy
c.S(2) > 5H > sQV, 5P BH > IAD > j.SHD > 6H > xQV corner 155 25 all crouching-heavy weights Easy Very spacing dependent. Must be close to the enemy and near the corner.
c.S(3) > [pQV]or[sQV], 66 j.KSH > (delay) j.D6H all 123 25 all standing -heavy weights Medium Grants a ball
c.S(3) > sQV, 66 j.KSH > (delay) j.D6H > xQV corner 130 25 all standing -heavy weights Medium Grants 2 balls
 Note: Potemkin, Leo, Bedman, and Haehyun can be combo'ed using c.S(3) while they are crouching. Other characters must be combo'ed with c.S(2) routes.

Throw Combos

ground throw starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
throw > 6H > kQV, c.S(2) > 6P BH > 6H > xQV corner 91 20 all Very Easy Grants a ball
throw > 44 6P > kQV, 6P BH > (5P > [5P]or[2P] >) 6H corner 75 15 all Very Easy Burst safe.
throw > 66 2H > sCR > 6H midscreen 64 15 all Very Easy
throw > 66 c.S(3) > sCR > IAD > j.SHD6H midscreen 75 20 all Easy
throw > 44 6P > kQV, 6P BH > (5P > [5P]or[2P] > 6H > kQV, 6P BH > IAD > j.SHD ▷) 6H > xQV corner 220 22 middle weights Hard Burst Punish. Grants a ball
throw > 44 6P > kQV, 66 5P > 6P BH > 6H > pQV, 5P BH > IAD > j.SHD6H > sQV, 6P > IAD > j.SHD6H corner 267 26 light weights Very Hard Burst Punish.
throw away from corner > 6P > IAD > j.D > IAD > j.SHD ▷ 66 > j.KSHD6H corner 100 20 all Very Hard SJ on second IAD vs MA, IN, RA, and BA.
air throw starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
throw ▷ c.S(1) > kSet > 66 6P > 6H midscreen 64 15 all Very Easy
low throw ▷ c.S(1) > JC > j.KSHD6H > xQV corner 74 15 all Very Easy grants a ball

sQV Confirms

Combo Position Works on: Difficulty Notes Video Demonstration
Opener > c.S(2) > sQV, 5P BH > IAD > j.SHD6H any AN,AX,CH,DI,EL,FA,JO,MI,RV,SL,SO,VE Very Easy
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD6H any IN,JC,ZA Easy Done with c.S(2) > sQV, 5P BH > IAD > j.SHD off of back-air-dash opener
Opener > 2K > c.S(1) > sQV, 5P BH > IAD > j.SHD6H any SI Easy
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD6H any BA,KY,MA,RA Medium
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD6H any JA Hard

Counter-hit Combos

QV starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
hQV, 66 6P > 6H midscreen 116 10 all Very Easy
pQV, 66 5K > 6H midscreen 95 10 all Very Easy
pQV, 66 5K > IAD > j.SHD > 6H midscreen 145 15 midscreen Medium
5H > sQV, [5P > pQV]x5, 5P > 6H corner 176 24 VE Hard
kQV, 66 j.S, j.S > JC j.S (delay) > j.H > (delay) j.D6H( > (xQV) ) midscreen 156 18 all Hard less consistent and harder against lightweights
kQV, 66 j.S, j.S > JC j.SH > (delay) j.D6H ( > sQV, 6P BH > IAD > j.SHD6H) midscreen 216 25 middleweights Hard must reach the corner before the sQV extension.
 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 Very Easy requires a PK ball setup before the combo starts
2D(2) > hDHM(3) > RRC > 66 j.KSH > (delay) j.D6H > pQV any ~125 -35 all Easy number of hits on hDHM changes timings.
2D(1) > sCR > 66 c.S(1) > SJC j.KSH > (delay) j.D6H corner 145 15 all -light weights Medium
2D(1) > sCR > 66 c.S(1) > (delay) j.S > (small delay) > j.H > (small delay) j.D6H corner 145 15 light weights Medium

5D Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5D6 > [5H]x3 > 6H > 214X midscreen 86 14 all Easy can do 2 5H's instead of 3 to make it Very Easy
5D6 > [5H]x3 > c.S(2) > j.KSH corner 118 22 all Very Easy
5D6 > 5H > 5H > hSet > [sQV, 5P]x2 > 6H corner 112 22 all Easy
5D6 > 5H > 5H > hSet, c.S(2) > BRO, [2P > sCR]x5 > 2D corner 135 -45 all Easy Style points

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
throw > RRC > Instant Kill any 100 all Easy
throw towards corner > 5P > Instant Kill corner 50 all Easy
5D6 > RRC > Instant Kill corner 100 all Easy

Combo Theory

Grounded Combo Starters

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

c.S(3) launches the opponent into the air. c.S(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 c.S(3) with the QV 669 route, but this QV route does not work on heavy weights.

Crouching Opponents
2D or c.S(2)/5H > 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.
  • j.H - Air ender.

Combo Extension

Most of Venom's air strings can be extended by performing micro-dash > j.[K]or[P] > j.SH > delay > j.D 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
Combo Primer
S-QV crouch combos