Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
2LK > 2LK > 2HK
A standard light, light, sweep. Do it as a regular hit confirm or from a jump in. Particularly useful for Venus because 2LK and 2HK are highly disjointed.
2LK > 2LK > 623LP/623HP
Not used often due to being very minus unless all hits of 623LP/623HP connect. Only use if you are certain that you need the additional damage and are OK with potentially being punished.
[2]8LP/[2]8HP > 4123632HP
Upball is treated as a generic starter because of how plus it is, but this should be noted for being the easiest way to confirm into desperation, both as a combo and as a chip setup.
Intermediate Combos
2LK > 2LK > 7/9j.HP
Highly unsafe and situational, but can be useful for closing out rounds. Does 3 more damage than a 2HK ender with an additional 3 damage on headshot (typically against crouching opponents).
2LP > (optional 5LP/2LK) > 623LP/623HP
A higher damage anti-air option that takes advantage of 2LP's evasive hurtbox. Can use optional filler with either 5LP (the SNES DP) for consistency or 2LK for more damage assuming 623LP/623HP will fully hit. Typically end in 623LP but can use 623HP if you need to truly maximize damage.
Teched 2P HP Throw > 4123632HP
If 2P Venus's HP throw is teched while the opponent is thrown to the corner, Venus can combo into desperation. Be sure to buffer desperation whenever the situation can happen.
Advanced Combos
land > [2]8LP > 2HP > [2]8HP > walk forward 5HK > 623HP
Technically doesn't have to be done from an empty jump, but you will need [2]8LP to hit as point blank as possible.
Beginner Setups
2LK > 2LK > [2]8LP/[2]8HP
The foundation for all Venus pressure setups. Most effective in the corner, but can be done midscreen as well. [2]8LP is gives more frame advantage while [2]8HP does more damage. More importantly, the strength lets Venus control when Upball will either hit immediately or whiff to make a lingering projectile. If Upball hits, confirm into anything of your choosing.
knockdown > meaty 4123632HP
Desperation can be setup relatively safely on any knockdown in the corner. Most frequently set up from anti-air Upball, 2HK, or HP throw.
HK Throw > 4123632HP
Beware of being too close to the opponent and getting GC punished if the setup doesn't kill.
Intermediate Setups
[[2]8HP]xN
Venus relies heavily on pressure setups that aren't necessarily real, but are highly damaging when guessed incorrectly. Against players who are hesitant to guard cancel or characters with poor reversal/guard cancel options, simply looping Upball in the corner can be an effective way to rack up chip damage and fish for a counter-hit confirm.
whiff [2]8LP > walk forward 6236HP
When the opponent repeatedly expects to block Upball, a whiffed Upball can be used to give slight cover while attempting a throw. The throw OS is done to avoid getting 5HP if the throw does not come out. Alternatively, the HP throw can be done without the OS to intentionally get 5HP > [2]8HP to catch backdashes and set up more pressure.