GGACR/Venom/Combos: Difference between revisions

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Revision as of 21:20, 24 February 2021

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums   Videos    
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.
, = 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.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
xDHB = Double Headed Morbid
xMS = Mad Struggle
xDBC = Dubious Curve
xSA = Stinger Aim
xCR = Carcass Raid
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Combo List

  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

Standard Combos

c.S starter
Combo Position Damage Tension Gain Works on: Difficulty Notes
(2K) > c.S(3) > 6K > DBC any 80 12 Very Easy
(2K) > c.S(2) > 5H > DBC any 83 12 Very Easy enemy is in stagger state on 5H
(2K) > c.S(2) > 5H > 623D any 102 -20 Very Easy Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic.
(2K) > c.S(3) > 6K > sDBC > 2S > 623D any 140 -10 Easy
(2K) > c.S(3) > 6K > [sDBC > 2S]x2-3 > DBC corner 145 17 all Easy
(2K) > c.S(3) > 6K > sCR > 66 6K > 214H-D > 66 f.S > DBC corner 134 22 all Hard
Ground Throw Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
throw > 66 6P > sDBC all 63 10 all Very Easy DBC is burst safe.
throw > c.S(1) > 6K > DBC midscreen 60 all Very Easy
throw > 2S > 214H > c.S(2) > 6K > sDBC midscreen 75 15 all Easy DBC is burst safe.
throw > 6K > [sDBC > 2S]x2 > DBC corner 110 17 all Easy


Misc Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
6P > c.S(1) > 6K DBC any all airborn Very Easy grants charged ball
2368D > 66 6P > sDBC > 5H > sDBC corner 150 -12 Easy the DBC and 5H hits are burst safe.
2K > 2D(1) > sSA > FRC > 66 j.KSH any 100 -15 Medium
66 2D(1) > sCR > c.S(1) > 6K > 214H~D > 66 f.S > sDBC > 623K > j.K6K Corner 156 27 Very Hard Gives Very Strong Oki

Dubious Curve Loop

You can go into DBC loop in the corner meterless. More meter for FRCs can get you more reps, as well as higher damage variants using 2H/5H. General ways into the DBC loop will be 6P, 421x and (c.S optional), 6K, 421x.

[sDBC, 2S]x2/3 - basic loop. The amount of times you get is character and spacing specific.

DBC, 214S, 2S - Practice hard and you can add another summon into the combo. In this case, you'll end the setup with 2 lightning balls for your okizeme!

Combo Theory

Combo Starters
Button Use
2K Venom's most common ground starter - fast and hits low. Of course, being a 2k, there is heavy proration - your combos will do less damage and generally have to be shorter.
c.S Generally this will be a ground starter during frame traps (5 frame startup), or people just plain not respecting your pressure. Can also anti-air, but usually it will be the last hit, and too high up to get much reward.
5S and 2S Poke wars. If you're close enough, sweep with 2D. If not, Stinger for a combo, FRC said Stinger for a knockdown at certain distances, or Carcass/Ball summon to put yourself in a better position.
5H You mashed throw and got this. Congrats! On air or ground counterhit, you can do some big damage! If you just get a regular hit on the ground, you only really have time to dubious curve.
6P one of the primary anti-air combo starters. Your followup will depend on the opponent's position and if you counterhit.
2H another anti-air combo starter. In this case, you only have a followup on counterhit.
jD Wall bounces in the corner. Even easier to followup on counterhit due to increased untechable time.
2D You'll need a Stinger FRC to pick up into an air combo. In the corner, you can cancel into S Carcass Raid to do a full combo.
sMS When your last hit goes low enough to the ground, you get a combo! Link 2K or c.S.
hDHM and hMS When you get the read for these moves, you can RC and score a combo.
FB MS Corner for best results. Of note, you keep your air options after this move.
Throw Heavy proration, but will give you an opportunity to get lots of balls on the screen with positioning.
Combo Filler
Move Use
c.S 3 hits for the launch, or 2 hits to keep it on the ground.
6k, (2)8S Start charging immediately after entering the command for 6k. Adjust from 6->3 rather than going directly to 2.
jK, jS, jH, jD Corner only. Timing between the moves, and even the moves themselves used are going to be height and character dependent.
pDBC/S~D/H~D FRC Add corner carry and/or extra damage to your combo. Depending on the situation, generally follow up with dashing 2S, 2H, Dubious Curve or dashing c.S, 6K on some characters/in some situations.
Enders
Move Use
5H, DBC Midscreen Standing Dubious Curve combo ender one.
2D Sweep ender
6k, DBC Pushes them a bit further out and adds some extra damage, and sometimes a charged ball.
Air Combo into j. H convert air to air situations into knockdown. Can't exactly get the greatest okizeme.
6H Score a knockdown while on the ground. Useful every now and then, usually covering stray ball hits.


Anti-air combo options:

If you're close enough after 6P, you can gatling into c.S. From there, air combo or 6k into your usual options from there. If you get a counter hit from further away, raw 421x will combo, so at least you'll get a ball out.

Counter hitting with either hit of 2H will let you cancel into S Carcass Raid, then you can dash forward and combo from there. However, counter hitting with the first and letting the second hit will waste this opportunity.

Throw combo options:

Venom's throw has a unique property. Any move done while the opponent is in the ball will wallbounce them. This is mostly used for midscreen throws, and airthrow FRC j.D

Off a midscreen throw, send them into the wall (c.S, 2S, 2H are all options), 214H for the summon, pickup with c.S and continue the combo. HS Ball is used so it doesn't interfere with the combo.

You can also keep it simple with a dash 6P/c.S so they get hit after leaving the ball, and go from there.

Off of corner throw, I personally keep it simple with a Dubious Curve Loop, but you can do the air combo filler into j.d as well.

That should get things started, feel free to contribute or discuss at hand!

Video Examples

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