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Revision as of 21:20, 24 February 2021

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums   Videos    


General Tactics

Neutral

Your main pokes are f.S and 2S. Cancel these into S Stinger, S Carcass, or HS Carcass to get frame advantage, HS Stinger FRC to approach, or ball set/dubious curve to get balls ready.

With a ball out, your options increase tremendously for controlling space and approaching. You have a lot of freedom and flexibility, but also a lot of room for error, knowing your opponents and their character will be key. For basics, 5p/2P for slow moving balls, 5K for pretty quick ones, f.S when the poke would touch the opponent*, 5H for the fastest ball, and 6P/2H for anti-air.

  • This is because the ball will also touch the opponent, giving you more frame advantage to do another summon or dubious curve, the latter will actually combo if you hit them.

For grounded anti-air in general, 6P, 2H, c.S, and HS Carcass each have their uses, but don't cover every situation, even combined. Generally 6P will cover the most situations with the upper body invincibility. Look to hit c.S or dubious curve after depending if they're close or far from your respectively.

Offense

Your main goal is to pressure. Venom's damage is subpar but he cranks the guard bar really quickly. Your best moves for that are c.S and 2H. c.S is one of the main foundations of Venom's offense, the 3 hits crank the guard bar, let you charge for Carcass or Stinger easily, and confirm easily. It's level 5, meaning it has tons of blockstun, and it's also jump cancellable on block. This lets you cancel this into a TK mad struggle (S or D), which is your primary high low.

Venom will generally use the following special moves after one sequence of normals on block:
S Carcass: All purpose frame advantage
HS Carcass: Great if they faultless defense, or if you have them cornered, when this is spaced, you'll have good frame advantage.
TK Mad struggle: high move, will give frame advantage when done low enough to the ground, or massive frame advantage if the D version is used.
Dubious Curve: -3, option to cancel into teleport to keep things tricky, FRC for plus frames, and gets a ball set up.
Stinger: S Version is plus frames. Like Dubious Curve, FRC to completely reset your pressure.
Teleport: Generally used if there's a ball out, or cancelling from Dubious. Reposition yourself and give yourself access to a ball.
Summon: If your opponent is stingy on FDing, you can try this, since FD will put them in more blockstun and further away, less likely they'll punish.
Stinger and Carcass feints: If your opponent is respectful, this can let you get in to reset your pressure.

These are all NOT foolproof though, practice and mix things up.

Venom's 2K is one of his main approach tools. It's range is ok for what it is: a 5 frame low. It's also Venom's primary tick throw tool. Generally, a dashing 2K will put you up close and you can go into c.S from there. Confirm a small combo, or get your pressure going!

I will now explain one of Venom's basic, but important okizeme setups, the K ball mixup. After scoring a knockdown with sweep, set a K ball (214K or 214K~D will be fine. 214K~D is a little easier to hit, but it only matters if there is another ball on the screen already).

As your opponent gets up, do a running jump and hit the ball with j.K. You can land either side of them, but you'll probably crossup if not in the corner. The ball will force them to block (or they'll get hit by it, even better, but this works regardless if they get hit or block). There are 3 simple options you can do here: Land, and do 2K. You go low with this. The least reward in terms of damage, but the safest option. Airdash backwards (so into the opponent) and j.S. The crossup hitbox on j.S will hit the opponent. Airdash backwards and j.P, which will whiff, then throw. Useful once you have an opponent who respects this oki setup.

If your opponent is in the corner, you'll stay on the same side, and you land and go low with 2K, or airdash towards them with a string such as j.S, j.HS, 236S, or any number of other options.

The best part about these options is that if your opponent gets hit, you can loop it, and if they block, you start your pressure. But again, they're not necessarily full proof against all defensive options, so experiment, practice, and mix it up!

Defense

If you get caught, you may be in for a hell of a time. Venom will force you to learn to sit there and block intelligently if you want to be successful, with 0 reversal options even with meter. Instant block for meter and frames, and utilize Faultless Defense for the pushback. You'll have to use both intelligently, as well as Venom's dead angle, which is a great option, as detailed in it's own section earlier. In addition, when learning in greater detail, check out these defensive option selects to help you block and escape, detailed here: https://www.youtube.com/watch?v=t56ESScdR3M

For abare (attacking from disadvantage), 2S is a great move for counterpoking, when you push opponent's away with FD and they whiff a move. 2D's low profile on occasion can escape some situations (it can go under Sol's Bandit Bringer as an example). c.S's 5 frame startup can sometimes punish sloppy pressure/oki setups.

Blockstrings

Tips and Tricks

Fighting Venom

Venom is a character with strong projectiles that punish you for hesitating by giving him pressure and mixups. Most characters need to be pre-emptive against his neutral with air movement to discourage him from setting up. If you hesitate and then try to approach, Venom will usually be able to shut you down easily. Do not let Venom set balls without contesting him unless you have no choice or feel comfortable playing a very long match against a strong zoner.

Venom's 2S is a very strong ground poke that is blazing fast, but his reward without meter is very mediocre. Venom usually prefers to reset to neutral from defense before starting his own pressure.

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