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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
Spin
- 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
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video Demonstration |
---|---|---|---|---|---|---|---|
c.S(3) > IAD > j.SHD ▷ 6H | any | 120 | 20 | all standing | Very Easy | Not recommended vs lightweights. | https://youtu.be/5SZYytzlJyQ |
c.S(2) > kQV, 5K > 6P BH > 6H | any | 116 | 16 | all crouching | Very Easy | https://youtu.be/GBd9kbnJsYQ | |
c.S(3) > IAD > j.SHD ▷ 6H > sQV, 5P > IAD > j.SHD ▷ 6H > xQV | corner | 164 | 30 | all standing -heavy weights | Easy | Grants a ball | https://youtu.be/lYs1vz7grOI |
c.S(2) > sQV, 5P BH > IAD > j.SHD ▷ 6H | any | 125 | 25 | all crouching -heavy weights | Easy | https://youtu.be/H4j9wA_RrGY | |
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. | https://youtu.be/TES_xR7tfFM |
c.S(3) > [pQV]or[sQV], 66 j.KSH > (delay) j.D ▷ 6H | all | 123 | 25 | all standing -heavy weights | Medium | Grants a ball | |
c.S(3) > sQV, 66 j.KSH > (delay) j.D ▷ 6H > 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
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 | https://youtu.be/_q5A9ejp1Iw |
throw > 44 6P > kQV, 6P BH > (5P > [5P]or[2P] >) 6H | corner | 75 | 15 | all | Very Easy | Burst safe. | https://youtu.be/X-vqgimvDyw |
throw > 66 2H > sCR > 6H | midscreen | 64 | 15 | all | Very Easy | https://youtu.be/OGFWNB3zgLY | |
throw > 66 c.S(3) > sCR > IAD > j.SHD ▷ 6H | midscreen | 75 | 20 | all | Easy | https://youtu.be/ubYjD79yOgE | |
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 | https://youtu.be/X-vqgimvDyw?t=5 |
throw > 44 6P > kQV, 66 5P > 6P BH > 6H > pQV, 5P BH > IAD > j.SHD ▷ 6H > sQV, 6P > IAD > j.SHD ▷ 6H | corner | 267 | 26 | light weights | Very Hard | Burst Punish. | |
throw away from corner > 6P > IAD > j.D > IAD > j.SHD ▷ 66 > j.KSHD ▷ 6H | corner | 100 | 20 | all | Very Hard | SJ on second IAD vs MA, IN, RA, and BA. | https://youtu.be/vbPs-LQUGNo |
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.KSHD ▷ 6H > 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.SHD ▷ 6H | any | AN,AX,CH,DI,EL,FA,JO,MI,RV,SL,SO,VE | Very Easy | https://www.youtube.com/watch?v=ewLjsYAcphM&t=0s | |
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD ▷ 6H | any | IN,JC,ZA | Easy | Done with c.S(2) > sQV, 5P BH > IAD > j.SHD off of back-air-dash opener | https://www.youtube.com/watch?v=ewLjsYAcphM&t=132s |
Opener > 2K > c.S(1) > sQV, 5P BH > IAD > j.SHD ▷ 6H | any | SI | Easy | https://www.youtube.com/watch?v=ewLjsYAcphM&t=167s | |
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD ▷ 6H | any | BA,KY,MA,RA | Medium | https://www.youtube.com/watch?v=ewLjsYAcphM&t=266s | |
Opener > c.S(1) > sQV, 5P BH > IAD > j.SHD ▷ 6H | any | JA | Hard | https://www.youtube.com/watch?v=ewLjsYAcphM&t=223s |
Counter-hit Combos
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.D ▷ 6H( > (xQV) ) | midscreen | 156 | 18 | all | Hard | less consistent and harder against lightweights |
kQV, 66 j.S, j.S > JC j.SH > (delay) j.D ▷ 6H ( > sQV, 6P BH > IAD > j.SHD ▷ 6H) | 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.D ▷ 6H > 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.D ▷ 6H | corner | 145 | 15 | all -light weights | Medium | https://youtu.be/VZG3lKNqUrw | |
2D(1) > sCR > 66 c.S(1) > (delay) j.S > (small delay) > j.H > (small delay) j.D ▷ 6H | 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 | https://gfycat.com/assuredthoseamericancicada |
5D6 > [5H]x3 > c.S(2) > j.KSH | corner | 118 | 22 | all | Very Easy | https://youtu.be/u_GPiHHC7R8 | |
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