SMS/Venus/Combos

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< SMS‎ | Venus
 Venus
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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.

Beginner.png Beginner Combos

Light, Light, Sweep
Very Easy


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.


Light, Light, DP
Very Easy


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.


Upball to Desperation
Easy


[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.png Intermediate Combos

Light, Light, Instant Overhead
Very Easy


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).


Maximum Damage Anti-Air
Medium


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.


Corner Teched 2P Venus HP Throw to Desperation
Easy


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.png Advanced Combos

Empty Jump Upball ComboYou will never get this starter, but if you do...
Medium


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.png Beginner Setups

Beginner Upball Pressure
Very Easy


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.


Simple Desperation Chip Setup
Very Easy


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.


Corner Venus HK Throw to Desperation Chip Setup
Very Easy


HK Throw > 4123632HP
Beware of being too close to the opponent and getting GC punished if the setup doesn't kill.

Intermediate.png Intermediate Setups

Looping Upball PressureVenus Jail
Easy


[[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.


Whiffed Upball to Throw/DP OS
Easy


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.

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